Backface Culling
How things are rendered in game
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How things are rendered in game
One thing to understand about GTA clothing is that common ped materials are usually rendered single-sided. This means a face does not automatically have both a viewable "front" and "back". Instead, the front-facing side is visible and the back is invisible. Some specialized materials can behave differently, so use a comparable working asset as your reference.
Take a look at the MP Male uppr_015, for instance.

CodeWalker RPF Explorer renders this material single-sided. You can already start to see the effect around the collar and neck: the front-facing side of the model is visible, while the inside is not.

Most GTA clothing is closed around openings such as sleeves and collars so that the invisible back side cannot be seen. Another option is to model only the inner surfaces that are actually visible. Duplicating and flipping the entire mesh can make both sides visible, but it also duplicates geometry and is rarely the best first fix.
Enable Blender's Backface Culling viewport option while editing and inspect the item from inside and outside. Also check face orientation after filling holes or mirroring geometry. The Sollumz clothing tutorial demonstrates this during a simple component edit.
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