# Items and Textures

## Items

An **item** is one garment or prop. Select it in the item list and its editor opens on the right, with three tabs: **Properties**, **Textures** and **Findings** (what is wrong with the item, with a fix — see [Validation](/cloth-tool/about-the-tool/validation)).

| Option | What it does |
| --- | --- |
| **Cloth type** | Component (body part) or Prop (hat, glasses, ears, watches…). |
| **Drawable type / slot** | The body slot the item fills — Top (jbib), Legs (lowr), Undershirt (accs), Feet, Hands, Mask (berd), Hair, Teeth (teef), Hat (p\_head) and so on. |
| **Number** | The drawable number the item takes within that slot. |
| **Gender** | Male or Female. Items are per-gender; right-click an item → **Create Copy for other Gender** to duplicate across. |
| **Name** | A friendly label for you — not used by the game. |
| **First-person model** | An optional alternate model used in first-person view. |
| **Audio preset** | The sound the game plays as the item moves, picked from every clothing sound GTA V defines. See [Audio Presets](/cloth-tool/about-the-tool/audio-presets). |
| **Footstep sound** | Legs items only: the footstep sound the game plays while the trousers are worn. See [Audio Presets](/cloth-tool/about-the-tool/audio-presets#footstep-sound). |
| **Mesh physics** | Cloth simulation data, where the garment provides it. Takes a `.yld` or a `.yld.xml`, which is converted for you. |
| **Behaviour flags** | e.g. *armoured* / *lightly armoured*, *remove hat in vehicle* (masks). |
| **Hoodie hairs** | Hair-alternation handling so hoods and hats don't clip hair. |
| **Target ped** | The ped the garment is built for: freemode, or a ped from the [Ped Library](/cloth-tool/about-the-tool/ped-library) (Premium). Items on a ped's tab in the item list are built for that ped. |
| **Preview body** | The body the 3D preview shows the item on. It lists the project's library peds. |

## Texture variants

Each item can carry multiple **texture variants** — the colour / pattern options a player scrolls through in-game. They show as rows on the **Textures** tab, lettered `a`, `b`, `c`… in order. To move one, click the number at the start of its row and pick a new position; the letters follow the order.

:::frame{caption="An item's texture variants in the Textures tab."}
![The item editor's Textures tab listing an item's texture variants with their names, sizes and file sizes](https://pub-57d6558d0e204696b4cdeee5d172e561.r2.dev/cloth-tool/features/texture-variants.ff4f0ba163.webp)
:::

:::hint{type="info"}
**Variant letters vs. drawable numbers** — the *number* selects the garment; the *letter* selects its texture. `jbib_diff_000_a` = drawable 0, texture variant A.
:::

### Adding and replacing textures

One **+** button (**Add texture variant from a file**) does both jobs. Pick one file or twenty (`.ytd`, `.dds`, `.png` or `.jpg`):

- Files named after a texture the item already has **replace** it.
- The rest are **added** as new variants.
- When something would be replaced, the **Add and replace textures** dialog shows what will be replaced and what will be added before anything changes. Untick anything you want to leave out. When nothing matches, the files are simply added.
- The whole pick is one step in the undo history: **Ctrl+Z** takes it all back.

### Loose `.png` and `.dds` files

You can keep a texture as a loose `.png` or `.dds`. When you build, it is converted to a real `.ytd`, because the game binds textures by name inside a `.ytd`, not by file. Every DDS format is read. The [Ped Creator](/cloth-tool/about-the-tool/ped-creator) also reads GIF, BMP and AVIF textures.

### Texture letters on import

Imported letters are kept when they run in order. If there are gaps (for example `a`, `b`, `d`), the textures are re-lettered so there are none, and the import tells you which ones moved.

### The texture menu

Right-click a texture row for:

- **View texture** and **Show on the ped**
- **Edit in texture creator…** (Premium, see [Texture Creator](/cloth-tool/about-the-tool/texture-creator))
- **Edit in** → Photoshop, GIMP, Substance 3D Painter or **Other app…** (Premium, see [Live Link](/cloth-tool/about-the-tool/live-link))
- **Rename**, **Replace image…**, **Remove variant**
- **Optimize texture…** (Premium, see [Texture Optimization](/cloth-tool/about-the-tool/texture-optimization))
- **Show in Windows Explorer**, **Export all as DDS…**, **Export all as PNG…**

## Embedded textures

Some `.ydd` models carry textures **baked inside the model** (typically the normal and specular maps) rather than in an external `.ytd`.

* Click **Embedded** on the **Textures** tab, or **right-click an item → View embedded textures…**, to open the viewer. It decodes and shows each embedded texture with its size, format and mip count.
* The viewer is **editable**: Optimize (single / all), Replace, Rename, Export, and **Edit in** another app through Live Link (Premium).

:::hint{type="warning"}
Editing embedded textures only works when the model lives inside the project's managed `assets/` folder, so your originals are never touched. Save the project first if the actions are greyed out.
:::

## Related pages

- [Audio Presets](/cloth-tool/about-the-tool/audio-presets) — the sound each garment makes in game
- [Importing](/cloth-tool/about-the-tool/importing) — every way to bring garments and textures in
- [Live Link](/cloth-tool/about-the-tool/live-link) — edit textures in Photoshop, GIMP, Substance 3D Painter or Blender
- [3D Preview](/cloth-tool/about-the-tool/3d-preview)
- [Building](/cloth-tool/about-the-tool/building)
- [Texture Optimization](/cloth-tool/about-the-tool/texture-optimization)
- [Interface](/cloth-tool/about-the-tool/interface)
- [About the Tool](/cloth-tool/about-the-tool) — back to the section overview
