A reliable clothing workflow starts with a lawful source asset, edits it against the correct GTA V ped skeleton, exports exact game assets, and validates the result in a separate FiveM resource. A texture recolor, a replacement model and an add-on collection are different projects.
Reviewed 9 August 2026 against the official Cfx.re asset development manual, manifest En data-file references, plus the open-source Sollumz project En Blender manual.
Choose the asset type
| Project | Work involved |
|---|---|
| Texture variation | Edit an existing UV-matched texture without changing the mesh. |
| Replacement | Replace a known drawable while preserving its expected naming and behavior. |
| Add-on collection | Add new items through the collection/metadata workflow supported by the target setup. |
Decide the target freemode ped, component or prop slot, and intended menu integration before modeling. This prevents an attractive asset from being exported into the wrong slot or index scheme.
Verify provenance and rights
Use an original model or a source whose license permits modification and server distribution. Record the source, author, license, purchase receipt and your changes. Do not rip clothing from another game or creator and assume a logo removal makes it distributable.
Build in Blender and Sollumz
- Import a lawful reference asset and the correct ped/skeleton setup using the maintained Sollumz workflow.
- Keep transforms, scale and naming consistent with the exporter requirements.
- Edit the mesh with enough clearance for the intended body and animations.
- Create clean UVs and assign only the materials/textures the asset needs.
- Weight the mesh to the correct bones and inspect deformation at shoulders, hips and other joints.
- Create appropriate level-of-detail versions when the workflow requires them.
Tool buttons and export operators change between versions. Use the installed Sollumz release documentation instead of following an old screenshot exactly.
Prepare textures and materials
Match the texture dimensions, compression and material behavior expected by the target asset. Check seams, alpha edges, mip behavior and color under several lighting conditions. Oversized textures increase download and memory cost without repairing poor UVs.
Export exact game assets
Export the file types, drawable names and texture names required by the chosen replacement or add-on workflow. Treat warnings as defects to investigate. Do not rename files after export to guess at a component index; go back to the project and correct the configuration.
Package a standalone resource
Create a dedicated resource with a current fxmanifest.lua, een stream directory and only the metadata/data-file declarations required by that asset type. Keep the editable Blender source, exported release and server package as separate versioned artifacts.
Integrate and test
- Start the resource on staging and inspect server/F8 logs.
- Verify the intended ped, component and prop selection in the actual appearance menu.
- Test walking, sprinting, sitting, aiming, vehicle entry and camera close-ups.
- Check clipping with common body variants and adjacent clothing.
- Reconnect and restart to verify saved outfits.
- Join with a clean client to test download and rendering outside the creator cache.
Release and rollback
Publish a version number, supported ped/menu setup, installation notes, known conflicts and license. Deploy one collection at a time. If indexes, saved outfits or rendering regress, disable that resource, restore the prior package/configuration and use the retained project files to correct the source rather than patching production blindly.
