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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