Make your ped
Parts and attachments
Triangle budgets per part, hidden skin under clothing, where the shirt ends and the pants begin, and rigid objects pinned to one bone.
The four parts
The Ped Creator splits your ped into four parts: Head, Upper body (torso and arms), Legs and Feet. In the Parts step each part has its own colour in the viewport.
- 1. Part chips: hide a part while you look
Head
Colour in the viewport:TanIn game:The head model.Upper body
Colour in the viewport:BlueIn game:The upper body model: torso and arms.Legs
Colour in the viewport:GreenIn game:The lower body model.Feet
Colour in the viewport:PinkIn game:Packed into the lower body model with the legs.
Each of the three models in game gets its own texture sheet. The part chips under the viewport only hide a part while you look; they do not remove it.
Triangle budgets
A triangle budget caps how many triangles a Ped Creator part may have. Fewer triangles load faster on busy servers. By default every part keeps its full count.
- 1. Triangle budget card: from 300 up to the full count
- 2. Remove hidden layers: skin under tight clothing
- 3. Set the split by hand: where the legs begin
- Each part has a card with a slider from 300 up to its full count. The field shows Full at the top; type a number for an exact budget.
- The card shows the change, for example 48,210 → 9,000. Below the cards, Total in the last preview adds up all parts.
- A part that is already under its budget stays as it is. The reduction keeps the surface closed, without cracks.
- Open clothing edges, such as a sleeve with no skin under it, get an inside face so you cannot see through them in game. That adds about 7 to 8 % triangles, and there is no setting for it.
- Vanilla peds use about 15,000 triangles in total. A model generated from a picture starts near 150,000 at Medium and near 240,000 at High.
Lower the budgets in steps and update the preview each time. Stop when the face or the hands start to look rough. A budget also makes previews of dense models faster, and it is the fix for This took too long.
The parts and their counts show up after the first preview.
Remove hidden layers
In the Ped Creator, Remove hidden layers drops skin that sits fully under tight clothing. The ped gets fewer triangles, and less skin pokes through the clothes when it moves. It is off by default.
- It only works on models with separate body and clothing layers, such as VRoid models. A model whose body and clothes are one surface, like every generated model, has nothing to remove.
- Face, mouth, hair and see-through parts always stay. Loose clothing such as a skirt is kept too, so the legs under it stay.
- After a preview the line under the switch says how many faces went, for example “Last preview: 1,798 hidden faces removed.” If nothing went, it says why.
In our tests a VRoid-style model lost 1,798 hidden faces, and the skin poking through while running dropped by about a third.
The shirt and pants split
The Ped Creator splits the upper body from the legs where the skin weights change from torso to legs. That line can come out jagged, or put part of a skirt into the upper body.
Turn on Set the split by hand to move it. A Split height slider appears, in cm above the sole, and a line in the viewport moves with it. The range is 30 % to 85 % of the ped's height.
- Arms always stay in the upper body. Head and feet keep their own parts.
- The line follows the existing faces and cuts nothing, so a coarse mesh keeps a stepped edge.
- After a preview the line under the slider names the split, for example “Last preview: set by hand at 98 cm above the sole.”
Use it when a skirt or a long coat should belong to the legs in one piece. The split also decides which budget each triangle counts against.
Pinning rigid objects
The Attachments step of the Ped Creator pins a rigid object of your file to one bone. The object then moves with that bone without bending, like a real helmet or sword.
- 1. Rigid parts: up to 16 pinned objects
- 2. Bone list: Skin to body, or one of 23 bones
- After the first preview, every object of your file gets a card with its number, name and triangles. Objects that came with weights say skinned.
- Pick a bone in the card's list. The default is Skin to body: the object bends with the body like the rest of the ped.
- Click an object in the viewport to select its card. The step shows the textured Source view for this.
- Up to 16 objects can be pinned; Rigid parts counts them, for example 3 / 16. At least one object has to stay on Skin to body.
- Changing a pin marks Attachments as changed. Update the preview to see it.
When to pin an object:
- Rigid armour, helmets, weapons and backpacks that should not bend.
- Extra limbs next to the hands, such as a robot arm. Skinned, it tore the hand by up to 30 cm in our tests; pinned to Spine (upper), the hand was clean.
- A cape that should swing with the torso as one piece, pinned to Spine (upper).
Note
Objects are only as separate as your file makes them. A helmet that is part of the head mesh cannot be pinned on its own. A new model uploaded with Replace clears all pins.
The bones you can pin to
The Ped Creator offers 23 bones in the list of each object, in this order:
Head
Helmets, masks, horns, hatsNeck
Collars, scarves, neck armourSpine (upper)
Backpacks, capes, wings, swords on the back, extra armsSpine (chest)
Chest plates, badgesSpine (middle)
Belly armourSpine (lower)
Belts at the waistPelvis
Belts, holsters, tails, pouchesLeft clavicle, Right clavicle
Shoulder padsLeft upper arm, Right upper arm
Arm bands, shoulder armourLeft forearm, Right forearm
Bracers, shields on the armLeft hand, Right hand
Gloves, rings, claws as objectsLeft hand (grip), Right hand (grip)
Things held in the hand, such as a staff or a torchLeft thigh, Right thigh
Thigh holsters, leg armourLeft calf, Right calf
Shin guardsLeft foot, Right foot
Boot armour, spurs
Left and right are the ped's own sides. The hand grip bones sit where GTA puts objects held in the hand, such as a phone or a weapon.
Pinning an object also takes it out of the joint detection, which then sees the body alone. See Mirror and the left and right check.
Examples, pricing and FAQ on the FiveM Ped Creator page.