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Clothing - s&box Assets Documentation

calendar_today May 5, 2026 schedule ~2 min read person patrickjr verified 50

Clothing

The clothing system allows players to customize their Citizen character with various wearable items. Create hats, shirts, pants, accessories, and more.

First Time Setup

Before making clothing, set up your project:

  1. Reference the Citizen package
  2. Understand the Citizen skeleton and proportions
  3. Set up your modeling software with the correct scale

Guidelines & Quality Bar

Clothing must meet quality standards:

  • Proper topology for deformation
  • Optimized for real-time rendering
  • Consistent art style with Citizen
  • LODs (Level of Detail) for performance

Layering Clothing

Clothing layers on top of the Citizen base:

  • Base — Citizen body (always visible)
  • Inner — Underwear, undershirts
  • Middle — Shirts, pants
  • Outer — Jackets, coats, accessories
  • Hat — Headwear

Making a Hat

Hats are a good starting point:

  1. Model the hat on the Citizen head
  2. Use the head as a reference for proportions
  3. Export as separate mesh
  4. Set up clothing resource in s&box

Morphing to Humans

Clothing must morph with the Citizen body:

  • Use morph targets for different body types
  • Clothing should stretch/squash with body
  • Test on different Citizen variations

Publishing Clothing

Publish to sbox.game:

  1. Create clothing asset
  2. Set up thumbnails and metadata
  3. Set pricing (free or paid)
  4. Submit for review
Players can then equip your clothing on their characters.

See the detailed Clothing documentationopen_in_new for step-by-step guides.

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