Barber & Surgeon
The barber and surgeon systems handle all facial customization workflows inside XDEV Appearance.
These systems are separated from clothing systems and focus entirely on:
- face customization
- overlays
- facial structure
- hair
- makeup
- eye customization
Barber Menu
The barber menu controls visual overlays and cosmetic appearance.
Supported categories:
hair
beard
eyebrows
makeup
lipstick
blush
moles
blemishes
sunDamage
complexion
ageing
chestHair
bodyBlemishes
Surgeon Menu
The surgeon menu controls structural facial data.
Supported categories:
head blend
face features
eye color
Hair System
The hair system supports:
hair style
hair texture
primary color
highlight color
Saved structure example:
hair = {
style = 0,
texture = 0,
color = 0,
highlight = 0
}
Overlay System
Head overlays internally use:
style
opacity
color
secondColor
Example:
makeUp = {
style = 5,
opacity = 0.8,
color = 1,
secondColor = 0
}
Overlay Opacity
Supported overlays use opacity values between:
0.0 -> 1.0
The UI may internally normalize percentage values.
Overlay Colors
Some overlays support color palettes.
Supported colored overlays:
beard
eyebrows
makeup
lipstick
blush
Overlay Palette Notes
Different GTA overlays use different internal palettes.
Example:
Palette 1
Palette 2
Some overlays may produce different colors depending on selected palette behavior.
Moles / Freckles
Moles and freckles do NOT use hair color palettes.
Typically supported values:
style
opacity
Color handling may vary depending on implementation.
Makeup System
The makeup system supports:
style
opacity
color
Opacity support is important for realistic appearance blending.
Lipstick System
The lipstick system supports:
style
opacity
color
Lipstick colors use GTA overlay palettes internally.
Blush System
The blush system supports:
style
opacity
color
Depending on palette behavior, some colors may visually differ from expected previews.
Beard System
The beard system supports:
style
opacity
color
Beard colors use GTA hair palettes internally.
Head Blend System
Head blend controls facial genetics.
Saved structure example:
headBlend = {
shapeFirst = 0,
shapeSecond = 0,
skinFirst = 0,
skinSecond = 0,
shapeMix = 0.0,
skinMix = 0.0
}
Face Features
Face features support detailed facial shaping.
Supported categories include:
nose
jaw
chin
cheeks
eyes
neck
lips
eyebrows
Each value is internally normalized.
Eye Color
The surgeon menu supports eye color selection.
Example:
eyeColor = 0
Cache Integration
The barber and surgeon systems integrate directly with:
face cache system
This allows players to:
- save face structures
- restore facial appearance
- reuse identity presets
without affecting clothing.
Save Workflow
When saving:
1. Overlay data is collected
2. Face features are collected
3. Head blend is collected
4. Appearance is synchronized
5. Database save is triggered
Cancel Workflow
When cancelled:
previous face appearance is restored
including:
- overlays
- face features
- hair
- eye color
- head blend
Freemode Requirement
Full barber/surgeon support requires freemode models:
mp_m_freemode_01
mp_f_freemode_01
Custom peds may not support:
- overlays
- blend data
- face morphing
- eye color
correctly.
Internal Synchronization
The system internally synchronizes:
head overlays
face features
head blend
eye color
hair
to improve consistency after reloads and reconnects.
Recommended Workflow
Recommended workflow:
1. Open barber/surgeon menu
2. Adjust overlays
3. Adjust face structure
4. Preview appearance
5. Save or cancel
Developer Notes
Unlike many appearance systems, XDEV separates facial systems from clothing systems internally.
Purpose:
better synchronization
cleaner rebuild workflows
cache support
compatibility support