For the complete documentation index, see llms.txt. This page is also available as Markdown.

3D Preview

The centre panel renders your garment on an actual mp_m_freemode_01 / mp_f_freemode_01 ped, with your real .ytd textures applied. It's a static bind-pose preview built for judging fit, texturing and clipping β€” not an animation studio.

Action
Control

Orbit

Left mouse drag

Pan

Shift + drag

Zoom

Mouse wheel

Reset camera

Reset camera button

Front / Back / Left / Right

Camera preset buttons

Options flyout (βš™)

Open the gear in the preview header for display controls:

  • Wireframe β€” see the mesh topology.

  • Grid / Floor β€” spatial reference (the floor also shows high-heel offset).

  • Auto-rotate β€” spins the ped; adjust the speed with the slider.

  • Textures β€” toggle your textures on/off (off = flat shaded).

  • LOD β€” switch between High / Medium / Low / Very-Low detail levels of the model.

Lighting

If a model looks too dark or too flat, tune the light rig:

  • Brightness β€” overall exposure (default ~1.35).

  • Ambient fill β€” how much the shadow side is lifted (default ~0.45).

The renderer uses a three-point rig (key + fill + rim), so most garments read well without touching anything.

Scene / backdrop

In βš™ Settings β†’ Scene you can pick a backdrop β€” Studio, Charcoal, Slate, White, Greenscreen or Purple β€” handy for consistent store renders and screenshots.

Base ped components

The preview composes your garment together with the base ped's other components (skin, hair, existing clothing). You can change those base components to check how your item sits inside a full outfit, and apply Naked or Default ped templates as quick starting points.

The base ped is extracted from your GTA V install the first time you open a project, then cached. See Installation if the preview shows no ped.

Textures not showing?

If a garment renders flat / untextured, it's almost always one of:

  • the .ydd model has no UV coordinates (nothing for a texture to map onto), or

  • the .ytd uses a compressed format the model doesn't reference, or the naming doesn't match.

The tool tells you which case it hit when you attach a texture. See Common Errors.

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