Docs/ORB Clothing/Features

Features

Character Creator

The full character creator includes:

Heritage

  • Parent Selection — Choose mother and father models (46 options each)
  • Resemblance — Slider to blend between parents
  • Skin Tone — Slider to blend skin color between parents

Face Features

  • 20 face feature sliders — Nose width, chin shape, cheek bones, jaw width, etc.
  • All features use -1.0 to 1.0 range with real-time preview

Overlays

  • Eyebrows — Style + opacity
  • Facial Hair — Style + opacity (male)
  • Blush — Style + color + opacity
  • Lipstick — Style + color + opacity
  • Aging — Style + opacity
  • Complexion — Style + opacity
  • Moles/Freckles — Style + opacity
  • Sun Damage — Style + opacity

Eye Color

  • 32 eye colors available

Clothing System

12 clothing component slots with real-time preview:

SlotComponentDescription
1MasksFace masks and helmets
3TorsoUpper body clothing layer
4LegsPants, shorts, skirts
5BagsBackpacks and bags
6ShoesFootwear
7AccessoriesScarves, ties, chains
8UndershirtLayer under torso
9Body ArmorKevlar and armor variants
10DecalsLogos and badges
11TopsJackets, coats, shirts

Each component supports texture variants (colors/patterns).

Props System

5 prop slots:

SlotPropDescription
0HatsCaps, beanies, helmets
1GlassesSunglasses, prescription
2EarringsEar accessories
6WatchesWristwatches
7BraceletsWrist accessories
Accessory props (watches, bracelets, earrings) line up exactly with their UI cards — the same index handling as hats and glasses.

Outfits System

A dedicated Outfits tab inside the clothing shop lets players manage saved looks:

  • Save the current look as a named outfit
  • Wear / apply a saved outfit
  • Rename and delete outfits
  • Share with another online player — pick from a player list sorted by proximity (or enter a server ID manually); the recipient gets an accept/decline prompt and the outfit is saved under their outfits with the same name
  • Configurable cost — charge to save and/or apply (Config.Outfits.saveCost / applyCost)
  • Configurable cap — limit saved outfits per player (Config.Outfits.maxPerPlayer)

An outfit captures clothing + props + accessories with textures. It does not touch face, heritage, body, or hair. Saving an outfit also persists the look so it survives a relog.

Tattoo System

  • Zone-based application — Select zone (head, torso, left arm, right arm, left leg, right leg)
  • Live search / filter — Find tattoos by name as you type
  • Active-count badge — Shows how many tattoos are currently applied
  • Preview thumbnails — Real CDN images for hundreds of tattoos (body tattoos resolved by GTA overlay hash; hair/micropigmentation overlays by index map), with a clean no-results state when a search has no matches
  • Automatic clothing stripping — Clothing auto-hides per zone for visibility
  • Add/remove individual tattoos — No all-or-nothing
  • Clear all tattoos option
  • Real-time preview before saving

Camera System

  • Auto-positioned per store type (clothing = full body, barber = face close-up, tattoo = zone-focused)
  • Mouse rotation — Rotate the character with mouse drag
  • Smooth transitions between customization categories

Snapshot / Restore

When a player opens customization, a complete snapshot of their appearance is saved. If they press ESC or cancel, the snapshot is restored — no partial saves or broken appearances.

Skin Mirroring

After saving, the appearance is automatically synced to the framework's character select table:

  • QBCore/QBox — Syncs to playerskins table
  • ESX — Syncs to skin table

This ensures the character select preview always matches the in-game appearance.

Routing Bucket Isolation

Each player customizing is placed in a private routing bucket. This prevents:

  • Other players seeing the customization process
  • NPCs and vehicles interfering
  • Players seeing each other in underwear during clothing changes

Image Previews (CDN)

Clothing and tattoo thumbnails stream from a public jsDelivr CDN (cdn.jsdelivr.net/gh/TheOrb-FiveM/images-cdn@main/clothing/…) so there is no resource-start hitch and no large image download bundled with the script. You can point the UI at your own host or use a local image folder by editing html/config_ui.js (cdnBase). Add-on clothing packs supply their own image URLs via Config.CustomClothing.

Localization (English / Spanish)

Every user-facing string — in-game notifications, TextUI prompts, the entire NUI, and the static admin panel — is routed through a locale system with full English and Spanish parity. Pick the language with Config.Language ('en' / 'es'); missing keys fall back to English. Add a new locales/.lua (all locale files are in escrow_ignore) to support more languages.