# Appearance

Character System includes its own appearance editor - clothing, barber, tattoo and plastic surgeon menus - styled to match the loading, character selection and spawn screens. When it is turned on you do **not** need a separate clothing resource.

### Turning it on or off

In `config/appearance.lua`:

```lua
Config.Appearance.enabled = true   -- false = use your existing clothing resource instead
```

- **`true`** - players use the built-in editor. Any external clothing resource is ignored.
- **`false`** - character system hands clothing off to your installed resource (illenium, kartik-clothing, qb-clothing, and others are detected automatically).

### Where players open it

| Where | How it opens | What they can edit |
| --- | --- | --- |
| Character creation | automatically after a new character spawns | model, heritage, features, hair, clothing, props |
| Clothing store | store zones, or the `/clothing` command | clothing, props, saved outfits |
| Barber | barber zones | hair, beard, eyebrows |
| Tattoo parlour | tattoo zones | tattoos |
| Plastic surgeon | surgeon zones | heritage, face features |

Which sections show up in each place, and the store locations, blips and prices, are all set in `config/appearance.lua` (`Config.Appearance.sections`, `Config.Appearance.zones`, `Config.Appearance.prices`).

### Saved outfits

Players can save outfits from the clothing menu. The number each character may keep is capped by `Config.Appearance.maxOutfits`. Outfits and character looks are stored in your database automatically — no setup needed.

### Adding or hiding items

In `config/appearance.lua`:

- **Hide a whole slot** (e.g. bags): `Config.Appearance.disabledComponents` / `disabledProps`.
- **Hide specific items** for one gender: `Config.AppearanceBlacklist[gender].components[componentId] = { 5, 12 }`.
- **Rename or reorder slots**: `Config.AppearanceComponents` / `Config.AppearanceProps`.
- **Tattoos**: edit the list in `config/tattoos.lua`.

### Item preview thumbnails

Each item in the menu shows a small preview picture. These are optional — without them the menu still works and shows numbered tiles instead.

Pictures are read from the resource's `preview/` folder, arranged like this:

```
preview/<gender>/<folder>/<index>.<ext>
```

| Slot | Folder |
| --- | --- |
| Clothing | the component number — `3`, `4`, `11`, … |
| Hair | `2` |
| Props (hats, glasses, watches…) | `prop_0`, `prop_1`, `prop_2`, `prop_6`, `prop_7` |
| Beard / eyebrows / chest hair | `overlay_1`, `overlay_2`, `overlay_10` |
| Heritage faces | `parents` |

Turn previews on or off and point them at a different folder in `Config.Appearance.previews` (`enabled`, `folder`, `ext`, `defaultImage`).

#### Getting the pictures

The easiest way to create a matching set is the standalone [uz](https://uz-scripts.com/scripts/uz-autoshot)[\_](https://uz-scripts.com/scripts/uz-autoshot)[AutoShot](https://uz-scripts.com/scripts/uz-autoshot) resource. Run its `/shotmaker` command in game, then copy the images it produces (in `uz_AutoShot/shots/`) into this resource's `preview/` folder. Any existing pack that uses the same folder layout works too.

> uz\_AutoShot doesn't take pictures of the heritage/parent faces, so those tiles stay as numbered tiles.
