Getting Started: The Clothing Guide
Amazing to see you starting your journey here! Clothing conversion may seem difficult at first, but once you get the hang of it, it becomes so much easier.
Please pay close attention to Druu's video guide on our Resources page, as the skills learned there will also help with hair and other assets later on!
A Quick Note Before You Start!
This guide is detailed, but remember that practice is the most important part. Don't worry if your first attempt isn't perfect—every expert was once a beginner!
The two most important habits to build are: saving your work frequently (CTRL + S
) and remembering that undo (CTRL + Z
) is always there to fix mistakes. Have fun with it!
Step 1: The Golden Rule - Permissions & TOS
Before we touch any software, we need to cover the most important rule of converting: getting permission from the original Sims 4 creator.
STRICTLY FOLLOW THE CREATOR'S TOS!
You MUST get permission from the Sims 4 creator if you wish to convert their work. If you do not, that is entirely on you. It is your responsibility to read and follow their Terms of Service (TOS). This is not optional.
Never cross this line. Respecting other artists is what keeps this community great.
How to Check and Ask for Permission
Some creators have a public TOS that already states their rules. A great example is Nitro Panic, who allows conversions as long as you follow their terms. You can read their TOS here.
If a creator's TOS isn't clear or you can't find one, you must reach out to them directly. Send them a polite and clear message. Here is a template you can adapt:
Hi [Creator's Name]! I absolutely love your creations and was hoping to ask for your permission to convert a few for personal use in a FiveM (GTAV) server. I would provide full credit with links, and the files would never be shared or re-uploaded. Please let me know if this is okay—no worries at all if not. Thank you!
If they reply with a YES, you're good to go! If they say NO, or if they **DO NOT REPLY**, you DO NOT have permission. Do not use their work.
Step 2: Setting Up Your Workspace & Essential Files
Now that the permissions are sorted, let's get our software and files ready. This step covers the one-time plugin installation and the key files you'll need for your project.
Install Sollumz Now! (One-Time Setup)
Before we can do anything else, you MUST install the Sollumz plugin for Blender. This allows Blender to understand GTA V's file formats. You can find the download link on our Resources page.
- In Blender, go to the top menu and click
Edit > Preferences
. - In the new window, go to the Add-ons tab and click the Install... button at the top.
- Find and select the Sollumz
.zip
file you downloaded. Do not unzip it! Just select the zip file itself. - After installing, use the search bar to find "Sollumz" and tick the checkbox next to "Import-Export: Sollumz" to enable it.
- Close and reopen Blender to make sure it's loaded correctly.
Understanding the Skeleton (.yft) File
Another critical component for clothing is the skeleton, which comes from a .yft
file. This file is essential later on for correctly applying "weights" so the clothes move naturally with the body.
For now, you don't need to do anything extra! The .blend
files provided in our Downloads section already include the necessary skeleton for modeling. However, when we get to the final weight transfer steps, you will need a separate .yft
file.
I have provided one in the Downloads tab. It's good practice to keep a dedicated "weights" folder with your skeleton file inside, like this: Documents/FiveM Conversions/GTAV Weights/mp_f_freemode_01.yft
Creating Your Project Folder
For this test, we will use one of Nitro Panic's shirts. Download their files to a place you can easily find them. As mentioned before, a clear folder structure is your best friend!
For example, your folder path for this specific shirt might look like this:
Documents/FiveM Conversions/Nitro Panic/KHUCIN TOP/
Keeping everything organized in its own folder will make your life much, much easier in the long run.
Step 3: Exporting from Sims4Studio
Now we move onto the technical part: getting the files out of The Sims 4 and into a format Blender can use. You will need Sims4Studio installed for this.
The Export Process
- In Sims4Studio, click on My Projects and find the
.package
file for the shirt you downloaded. - Once open, go to the Textures tab. Select the main texture (usually called Diffuse) and click Export. Save it in your project folder as
shirt_diffuse.png
. - Next, go to the Meshes tab. Click Export to save the 3D model. Save this in the same project folder, naming it after the clothing item (e.g.,
khucin_top.blend
).
Step 4: Importing into Blender
With our files exported, it's time to bring the shirt into our main Blender project. Open the female or male body blend file you got from the Downloads page.
- From the top menu, go to
File > Append...
- Navigate to where you saved your exported mesh (e.g.,
khucin_top.blend
). Double-click to enter the file. - A list of folders will appear. Go into the Object folder.
- You will see one or more files named
s4studio_mesh_...
. Select all of them and click Append.
Note: If you import multiple mesh parts, they may need to be joined together. We will cover this in a bonus section later.
Cleaning Up The Scene
The appended object will bring a few extra Sims 4 items into your scene. You will likely see:
bone_bone_shape
rig
s4studio_mesh_1
(your shirt)
IMPORTANT: DELETE EXTRA OBJECTS!
You MUST delete the extra objects that are not part of your clothing. In the top-right scene collection, right-click and delete bone_bone_shape
and rig
. They are not needed and will interfere with your project.
Blender Quick Tips for Beginners!
Blender can be scary at first! Here are the most important controls for moving objects:
- Select the Mesh: Left-click on the shirt in the 3D view.
- G = Grab/Move: Press the
G
key to move the object freely with your mouse. Left-click to confirm the new position, or Right-click to cancel and snap it back. - Lock to an Axis: To move with more control:
- Press
G
thenZ
to move only up and down (on the blue line). - Press
G
thenX
to move only left and right (on the red line). - Press
G
thenY
to move only forward and back (on the green line).
- Press
Step 5: Cleaning the Clothing Mesh
Now that the shirt is in Blender, we need to remove the unwanted parts of the original Sims 4 body that came with it.
- In the top-left corner, switch from Object Mode to Edit Mode. The body mesh will turn orange, showing all its vertices.
- Click anywhere in the empty space to deselect everything. Use your scroll wheel to zoom and the Hand icon (under the XYZ gizmo) to pan your view so you can see the shirt clearly.
- Hover your mouse over one of the Sims 4 arms and press the
L
key. This will select all "linked" vertices, meaning the entire arm. - Continue pressing
L
on all the parts of the Sims 4 body (arms, torso, neck) until everything you want to remove is selected. Hold your middle mouse button (scroll wheel) to rotate the camera and make sure you get the back parts, too! - Once all unwanted parts are selected, press the
DEL
key (or right-click) and choose Delete > Vertices from the menu. The Sims 4 body should now be gone, leaving only the clothing!
Pro-Tip: Alpha vs. Maxi Match
The L
key trick works best on "Alpha" CC, where the clothing is a separate 3D layer over the body. Some "Maxi Match" CC is "painted on" or embedded into the body mesh, making it much harder to separate. For conversions, it's almost always easier to use Alpha CC.
Step 6: Positioning and Fitting
With a clean mesh, it's time to fit it to our GTAV body.
Positioning the Shirt
- Switch back to Object Mode.
- First, select the GTAV body. Then, hold
Shift
and left-click on your shirt mesh so that both are selected. - Press
G
thenZ
to move the shirt down along the Z-axis. Position it so it sits nicely on the GTAV body's shoulders. - Rotate your view with the middle mouse button to check the fit from all angles.
Optional: Posing for a Better Fit
Sometimes, the arms of the clothing won't align with the GTAV body's A-pose. You can fix this by temporarily posing the Sims 4 rig.
- Select ONLY the Sims 4 rig (the skeleton) and switch to Pose Mode.
- Select the shoulder or arm bones (they will turn blue) and use the Rotate tool to move them so the shirt's arms align better with the GTAV body.
- Once you're happy, switch back to Object Mode. Select ONLY the shirt mesh.
- Go to the Modifier Properties tab (the little blue wrench icon on the right-side panel).
- Find the Armature modifier. Click the small down-arrow next to its name and choose Apply.
- You can now delete the Sims 4 rig from the scene collection, as it is no longer needed.
Scaling the Shirt
Finally, you might need to resize the shirt slightly. On the left-hand toolbar, select the Scale tool (it's the fourth one down, a box with an arrow). A gizmo will appear on your shirt.
You can click and drag the colored lines to scale it up, down, or widen it. Make small adjustments until you're happy with how it sits. Don't worry about any parts of the body clipping through the shirt—we'll fix that next!
Step 7: Sculpting to Fix Clipping
Now that our shirt is positioned, we need to fix any areas where the body is clipping through the mesh. We'll do this in Sculpt Mode. Select the shirt and switch from Object Mode to Sculpt Mode.
Sculpting Tools & Setup
Our main tools will be on the left-hand toolbar. You'll also see settings for them at the top of the screen.
- Main Tools: We'll mostly use the Grab brush and the Elastic Deform brush to pull and push the mesh into place.
- Strength: A good starting point is around
0.375
. You don't want it to be too strong. - Radius: This is your brush size. Use a larger radius for big areas and a smaller one for fine details. You can change it at the top or by pressing the
F
key. - Symmetry (The Butterfly Tool): To save time and sculpt both sides at once, enable symmetry. At the top-right of the 3D viewport, click the little butterfly icon and make sure
X
is selected.
The Sculpting Process
Now you can begin gently pulling and pushing the shirt's mesh so it no longer clips through the GTAV body. Take your time with this process—you are not on a time crunch! Practice is key.
Your Best Friend: Undo!
If you make a change you don't like, just press CTRL + Z
to undo it. You can press it multiple times to go back several steps. Don't be afraid to experiment!
Once you are happy with how the shirt fits and there is no more clipping, switch back to Object Mode.
Step 8: Getting GTA V Properties (The XML Method)
Now that our mesh is sculpted and fits well, we need to give it the properties that will make it work correctly in GTA V. We'll do this by generating an XML file from a similar in-game item using Codewalker RPF Explorer.
As a reminder, this step requires the Sollumz plugin, which you should have installed back in Step 2.
Generating the XML with Codewalker
-
In Codewalker RPF Explorer, navigate to the location of the vanilla clothing files. A common path for female clothing is:
x64v.rpf > models > cdimages > mp_f_freemode_01.rpf
-
Once inside, find a model with similar properties to the one you're making (e.g.,
jbib_000_f.ydd
for a top). - At the top of the Codewalker window, make sure you enable Edit Mode.
-
Right-click on the desired
.ydd
file and choose the option "Export to XML...". - Save this XML file to your project folder.
This single XML file is the key to the "easy way" of transferring properties, which we will now use in Blender.
Quick Tip: Previewing Models in Codewalker
You can double-click on any .ydd
file in Codewalker to open a 3D preview. This is a great way to see what an item looks like before you export its XML. As long as the item is a similar type to what you're making (e.g., t-shirt for a t-shirt), its properties should work well!
Quick Tip: Previewing Models
You can double-click on any .ydd
file in Codewalker or OpenIV to open a 3D preview. This helps you find an in-game item that is a similar shape to your custom one, which is ideal for borrowing properties and weights.
Step 10: Transferring Weights & Properties
This is the most technical part of the guide, where we make our shirt move correctly with the body (weights) and give it the final properties it needs to work in-game. Follow these steps carefully.
Importing the XML File
- In Blender, go to
File > Import > Codewalker XML (.xml)
. - Find and select the XML file you exported from Codewalker and import it. A new object, the vanilla GTA V shirt, will appear in your scene.
CRITICAL: Delete Old Vertex Groups!
Your Sims 4 mesh still has its old bones (vertex groups). These MUST be removed before you can transfer the new GTA V weights.
- Select your Sims 4 shirt.
- Go to the Object Data Properties tab (the green upside-down triangle icon on the right-side panel).
- Under the "Vertex Groups" list, click the down-arrow icon and select Delete All Groups. The list should now be empty.
Transferring the Weights
Now we will copy the weight painting from the GTA V shirt directly onto our custom shirt.
- In Object Mode, select the GTA V shirt FIRST. Then, hold
Shift
and select your Sims 4 shirt. The GTA V shirt should be outlined in dark orange, and your shirt in light orange. - Switch from Object Mode to Weight Paint Mode. Your shirt should turn solid blue.
- Go to the menu at the top of the viewport and click
Weights > Transfer Weights
. - A small options box called "Transfer Mesh Data" will appear in the bottom-left. Expand it.
- Change the Source Layers Selection from "All Layers" to "By Name". This correctly maps the GTA V bones to your mesh.
- To make the weights smoother, go to the menu again and click
Weights > Smooth
.
You can check if it worked by going to the Vertex Groups list on your shirt. Clicking on names like "SKEL_Spine2" or "SKEL_L_UpperArm" should now show colorful gradients on your mesh.
Joining for Final Properties
The weights are transferred, but the shader and other properties are not. We'll use the "join" trick for that.
- Switch back to Object Mode. Select only the GTA V shirt and go into Edit Mode.
- Select a small, easy-to-grab piece of the mesh (like a bit of the hem).
- Invert the selection (
Select > Invert
orCTRL + I
) and delete the rest (DEL > Vertices
). You are now left with just a tiny piece. - Switch back to Object Mode. Select your Sims 4 shirt FIRST, then hold
Shift
and select the tiny GTA V piece. - Join them by pressing
CTRL + J
. Your shirt will inherit the properties and may turn transparent or pink. This is normal! - Go back into Edit Mode, select the tiny piece you joined (hover and press
L
), and delete it.
Final Cleanup: Correcting UV Maps
After joining, you may have extra UV maps. We only need the ones from the original Sims 4 mesh.
- With your final shirt selected, go back to the Object Data Properties tab (green triangle).
- Find the "UV Maps" list. Sims 4 maps are often called `uv_0`, `uv_1`, etc., while GTA V maps are `UVMap`.
- If you see extra maps, you can clean them up. Newer versions of Sollumz make this easy: click the down-arrow next to the list and select Rename by Order. This will automatically fix the naming convention for GTA V.
Now it may seem like it is almost there, but we have some extra steps to go through.
Step 11: Final Touches in Blender & Beyond
The final steps involve preparing your texture, doing vertex painting, and exporting the final files. These are highly visual processes that are much easier to understand by watching them being done.
Handing Off to the Expert: Watch Druu's Guide!
From this point forward, I highly recommend you follow along with Druu's video guide. It provides the essential visual context that can't be fully captured in writing. This written guide is here to provide extra tips and a clear foundation, not to replace the video.
The video will walk you through the final critical steps, including:
- Resizing the Texture: Taking your rectangular Sims 4 diffuse map and fitting it into a square 1024x1024 texture using Photoshop or Photopea.
- Adjusting the UV Map: Moving the UVs in Blender's UV Editing tab to match your newly resized texture.
- Applying the New Texture: Assigning your new texture to the material in the Sollumz shader panel.
- Vertex Painting: Painting the mesh to define how it interacts with other clothing items and prevent skin from showing through.
- Handling Extra Textures: Creating and applying normal maps (for detail) and specular maps (for shininess).
- Exporting the Mesh: Exporting your final model as a
.ydd.xml
file from Blender. - Testing In-Game: Setting up a simple FiveM resource folder to see your creation live on your server.
Click here to continue with Druu's video guide (timestamped to the right section).
You Did It!
Congratulations! You have successfully completed the entire workflow for converting a piece of custom clothing for FiveM. This is a complex skill with many steps, and making it to the end is a huge accomplishment.
From here, the key is practice. Every new item you make will get easier and faster. Feel free to experiment with different clothing types, textures, and techniques. You now have the foundational knowledge to bring any creative idea to life. Happy modding!