Step by step
01Put the garment on the mannequin
Press “Import the files” and pick the garment’s YDD together with its YTDs. You can also drag them onto the page. If you only want to see how the studio works, start from “Men’s jacket” or “Women’s hoodie”, two garments taken from the game.
The garment appears on the freemode mannequin. When the file name contains mp_f_freemode_01, or the garment is cut for the female body, the mannequin switches to female and tells you why. A men’s garment stays on the male body, and the export uses the same body.
Hats, helmets and glasses sit on the head, watches on the wrist, the way they do in the game. Trousers, shoes and masks go where they belong on the body.
02Hair on the mannequin and hats
The “Hair” button under the mannequin opens every GTA V hairstyle, with thumbnails, grouped by collection (Base, Beach, Hipster and the rest). Pick one, then the colour from the circles at the bottom. Under “Yours (.ydd)” you bring the YDD of your own hairstyle with its texture YTD; it stays in the browser.
When the garment is a hat, “Hair under the hat” appears on the right. The hat gets a full hairstyle on its own, and “How much the hat compresses the hair” shows right away how the hair squeezes under it, with the same expression as the game. 50% is the value GTA V hats use. Strands that still poke through the hat show in magenta and are counted under the slider.
“Test every hairstyle” puts the hat over each hairstyle of the body and tells you how many stay under it, how many poke out a little at the edges and which go right through; click one to see it on the mannequin. “Choose automatically” looks for the smallest compression at which most hairstyles stay under the hat.
The value goes into the addon: into the collection’s YMT and its creature metadata, like the game’s hats. Only hair with the MH_Hair_Scale and MH_Hair_Crown bones can be compressed; every vanilla hairstyle has them. For your own hairstyle without them, Addon EUP Creator adds them on export with the average weights of the game’s hairstyles, and the preview already uses them.
03Find your way around the three columns
On the left you have the texture, with the UV map drawn over it. In the middle is the garment on the mannequin; 3/4, Front, Side and Back move the camera, and the scroll wheel zooms. On the right you find the parts, the layers and the export.
Work wherever it feels easier. Drag a layer on the texture or straight on the 3D garment, and the other view follows.
04Colour the parts
“Part colours” splits the garment into its pieces: body, sleeves, hood, cuffs, zip. Trousers show legs, waistband and hem; shoes show each shoe. Press a part and pick its colour.
The bucket (G) does the same on the garment itself: click a piece and only that piece changes. Shift + click colours just the island you pressed.
The colour keeps the folds and shadows of the original texture, so the fabric still looks like fabric. Texts and logos stay above the colours.
05Add a text, a logo or a badge
Under “Layers” you choose Text, Logo, Colour, Camo or Badge. A new text or logo lands on the garment by itself, at a real size: on the chest of a jacket, on the thigh of trousers, on the forehead of a mask.
You type the size in centimetres, in “Width on the body”. The quick positions move the layer to the left chest, the back, the nape or the sleeves, each at the usual size for that spot.
Text comes with ten fonts, arc, outline and letter spacing. For a logo, “Remove background” drops the white background of a JPG. If you copied an image, Ctrl+V pastes it as a new layer.
06Add camo or a pattern
Any colour can become camo or a weave. You get ten camo styles and twelve palettes; “Another variant” keeps the style and colours and changes the drawing.
To keep the camo on the sleeves only, open the layer, choose “Clip to parts (advanced)” and click the sleeves. For an area that isn’t a whole part, the shoulders for example, use “Paint where it shows” and brush over the mannequin.
07Make colour variants
“New variant” copies the design onto a new texture, B, then C and so on. You change the colours there without touching variant A.
All variants go into the same add-on. In the game they show up as different textures of the same garment.
08Pick the quality and export
“Texture quality” offers Original, 2× and 4×. For small text or a fine logo choose 2× or 4×: the letters are drawn again at the new resolution and stay sharp. The studio stops at 2048 px, because anything bigger gets too heavy for a server.
“FiveM addon” gives you the complete resource. “YDD + YTD” gives you only the native files, and “PNG” only the texture. Each of them costs 12 credits; saving the project, mock-ups and the 3D capture are free.
Ctrl+S saves the project to your computer, garment included. You reopen it any time with “Open project”.