How to Approach Clothing Assets for FiveM: From ZBrush to Blender (Apex Gloves)

:gloves: Production Asset Breakdown: Apex Fighter Gloves (FiveM)

Overview

This has been one of the most exciting—yet challenging—projects I’ve ever worked on. I was incredibly fortunate to collaborate with Sebastian, who played a vital role in several parts of this massive undertaking.

Together, we designed two factions, Apex and Weave, for the Prodigy RP server. This included a wide variety of clothing and exclusive characters. @cheeddii was also involved in the creative process, and @loath provided invaluable help with the implementation.


:magnifying_glass_tilted_left: Featured Asset: Apex Gloves

Today, I wanted to showcase a quick and fun part of the project: the Apex Gloves, part of the fighter outfit.

Note: This is not meant to be a “perfect” portfolio piece; it is a real production asset built for performance and visual impact within a live environment.

  • Time Spent: ~5-6 hours.
  • Focus: Durability, tactical aesthetics, and optimization.


:hammer_and_wrench: Softwares used.

My workflow for creating high-quality clothing assets for FiveM involves a mix of high-poly sculpting and precise optimization:

Stage Software Used
High Poly Sculpt ZBrush
Retopology Retopoflow (Blender)
UV Unwrapping RizomUV
Texturing Substance Painter
Final Assembly Blender

Workflow Breakdown: Tactical Glove Design

1. Base Mesh & ZBrush Sculpting

I used the base hand meshes as a foundation, remeshing and subdividing them to prepare for sculpting in ZBrush. I also utilized subdivision modeling within ZBrush to define the structural panels.

Detailing: I added fine details using simple stitch brushes to give it that manufactured look.

2. Panel Extraction & Refinement

I extracted specific panels and performed additional modeling to evolve the design from the initial block-out to the refined high-poly version:


Reference Image

Final High-Poly:

3. Floating Geometry

I relied on floating pieces for various details. Since the baking process handles the projection, there was no need to manually bridge or weld the meshes together.

4. Retopology & Optimization

I’ll admit, I went a bit “bananas” on this stage. I wanted to avoid manual retopology, so I opted for a workflow involving subdivision and shrinkwrapping.

While the vanilla hands are approximately 2k tris, my version ended up at 5k. It’s double the original count, but for my standards, it’s a solid trade-off for the visual fidelity.

5. Texturing in Substance Painter

A massive amount of the micro-detail was handled directly in Substance Painter.

I experimented with the orientation of the fabric grains and tweaked the values to ensure the different materials really stand out from one another.

6. UV Mapping

Full disclosure: I’m not exactly proud of these UVs, but we were in serious crunch mode! :grinning_face_with_smiling_eyes:


Inspiration & Faction Variants

The biggest inspiration for these was this pair of Mechanix “bad boys”:

I also created a version for the opposing faction. It didn’t turn out quite as polished, as I put it together in about 2 hours.


Thanks for reading! Feel free to drop any questions below. If you want more breakdowns or technical deep-dives, let me know!

8 Likes

How are you exporting from Substance to FiveM? What are your settings? Your textures look so good, but when I export mine, they get broken and don’t look anything like they do in Substance.

Hi! There are many parameter that matter when going from substance to GTA. I don’t care about preview in blender, its pointless.
Just use the better convertor posible for dds and correct shader parameters.