
Var-TattooShop V2 is a FiveM tattoo studio where players do not just pick a tattoo, they draw it. Three modes: 1,591 vanilla GTA tattoos across 25 collections, image import from the player's own PC, and real freehand painting on the ped. Custom ink replicates to every other player through the engine decoration system. ESX, QBCore and Standalone.
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Players paint their own design directly on the body with a brush and eraser, colour picker with presets and recent colours, brush size, opacity, edge softness, stroke stabilizer, mirror axis and full undo/redo. The cursor is projected on the skinned body mesh through a WebGL ID pass, so the stroke lands exactly on the texel the engine will display.
The complete GTA overlay catalog (multiplayer, singleplayer, biker, heist, hipster, security, summer, christmas and the rest), each entry with its own preview thumbnail, sorted by body zone and searchable by name or collection.
Players import their own PNG, or pick from a catalog of images you preload for the server. Drag to place it on the body, wheel to resize, remove it any time, up to 6 images on the body at once.
Drawings and imported images are not a local overlay. They go through a pool of streamed overlay slots and the native decoration system, so every other player sees the tattoo on the ped like any vanilla one, with no extra netcode.
A preview clone with right-drag orbit, middle-drag pan and wheel zoom. Click a body part to jump to that zone. 7 zones supported: head, torso, back, left and right arm, left and right leg. Aim with the cursor or fine-tune with the arrow keys before applying.
/tattooadmin opens a separate admin panel where prices resolve single tattoo > collection > zone > mode default. Bulk-price a whole zone or collection in one click, enable or disable a mode live, everything saved in the database with no restart and no config editing.
Lock a creation mode, a whole collection or a single tattoo behind an ace permission or a framework group, so you can reserve a collection to VIPs or keep freehand for a specific job. Payment in cash or bank with a configurable currency symbol.
Every submit is capped before processing: stroke count, points per stroke, image count, image weight and total payload. Per-source rate limits on submit, fetch and load. Disabled modes and group gating are re-checked on the server, and prices are resolved server-side.
The framework is detected on start, with callback hooks on standalone for money, notifications, admin checks and group checks. Persistence per character via oxmysql with tables created automatically, and the script still runs without oxmysql, just without saving.
Six tattoo shops preconfigured on the map with blips and coords editable in one config block, interaction auto-detecting var-interact then ox_target then a marker prompt, EN/FR/ES locale file included, and full theming from variables.css.
Players paint their own design directly on the body with a brush and eraser, colour picker with presets and recent colours, brush size, opacity, edge softness, stroke stabilizer, mirror axis and full undo/redo. The cursor is projected on the skinned body mesh through a WebGL ID pass, so the stroke lands exactly on the texel the engine will display.
The complete GTA overlay catalog (multiplayer, singleplayer, biker, heist, hipster, security, summer, christmas and the rest), each entry with its own preview thumbnail, sorted by body zone and searchable by name or collection.
Players import their own PNG, or pick from a catalog of images you preload for the server. Drag to place it on the body, wheel to resize, remove it any time, up to 6 images on the body at once.
Drawings and imported images are not a local overlay. They go through a pool of streamed overlay slots and the native decoration system, so every other player sees the tattoo on the ped like any vanilla one, with no extra netcode.
A preview clone with right-drag orbit, middle-drag pan and wheel zoom. Click a body part to jump to that zone. 7 zones supported: head, torso, back, left and right arm, left and right leg. Aim with the cursor or fine-tune with the arrow keys before applying.
/tattooadmin opens a separate admin panel where prices resolve single tattoo > collection > zone > mode default. Bulk-price a whole zone or collection in one click, enable or disable a mode live, everything saved in the database with no restart and no config editing.
Lock a creation mode, a whole collection or a single tattoo behind an ace permission or a framework group, so you can reserve a collection to VIPs or keep freehand for a specific job. Payment in cash or bank with a configurable currency symbol.
Every submit is capped before processing: stroke count, points per stroke, image count, image weight and total payload. Per-source rate limits on submit, fetch and load. Disabled modes and group gating are re-checked on the server, and prices are resolved server-side.
The framework is detected on start, with callback hooks on standalone for money, notifications, admin checks and group checks. Persistence per character via oxmysql with tables created automatically, and the script still runs without oxmysql, just without saving.
Six tattoo shops preconfigured on the map with blips and coords editable in one config block, interaction auto-detecting var-interact then ox_target then a marker prompt, EN/FR/ES locale file included, and full theming from variables.css.
Most tattoo scripts are a menu on top of the vanilla GTA overlay list. V2 adds two modes on top of that catalog: image import, where a player brings their own PNG, and freehand, where the player paints the design directly on the ped with a brush. Both are replicated through the engine decoration system, so every player on the server sees the custom ink.
The NUI renders the skinned freemode mesh in an offscreen WebGL ID pass from the live game camera. For the pixel under the cursor it answers with the exact engine canvas texel, so what the player paints is what the engine displays. There is no offset between the preview and the applied tattoo.
Yes. Custom ink goes through a pool of streamed overlay slots and the native decoration system, so other players see it on the ped exactly like a vanilla tattoo, without extra netcode or per-player streaming.
Yes, all three, from the in-game admin studio opened with /tattooadmin. Prices resolve in a cascade: single tattoo, then collection, then zone, then the mode default. Leaving a level empty falls back to the one below, so pricing a whole zone or collection covers hundreds of tattoos in one click.
Yes. A creation mode, a whole collection or a single tattoo can be locked behind an ace permission or a framework group, and the check is re-run on the server at submit, not only in the UI.
ESX, QBCore and Standalone are auto-detected. oxmysql is recommended for per-character persistence and creates its tables on start, and the script still runs without it, simply without saving. Interaction auto-detects var-interact, then ox_target, then falls back to a marker prompt.