How to Make a Garry's Mod Playermodel (Pt. 5) | Materials and Textures

Ойындар

A full guide on the creation of a Source Engine playermodel / ragdoll with (almost) every feature. Including: face posing, eye posing, jigglebones, bodygroups, ragdoll, idle blinking animations, BlueFlyTrap's pseudo PBR materials, proportion trick, and c arms (first person viewmodel arms). All without the need for weight painting or any real rigging work whatsoever (save for a few optional things).
This one's on the conversion / adaptation of PBR materials to Source, as well as the creation of materials (.vmt's) and the most commonly needed material parameters for things like transparent and emissive (glowing) textures.
Downloads:
Playermodel Template Files
drive.google.com/file/d/12CXX...
Blender
www.blender.org/download/
Old Blender
download.blender.org/release/...
Blender Source Tools Plugin
steamreview.org/BlenderSourceT...
Old Blender Source Tools Plugin
steamreview.org/BlenderSourceT...
Crowbar
steamcommunity.com/groups/Cro...
VTF Edit
web.archive.org/web/201709130...
VTF Edit Alternate Link
www.tophattwaffle.com/downloa...
Proportion Trick Script
github.com/sksh70/proportion_...
Fennecai's PBR-to-Source Converter
drive.google.com/file/d/1xjQV...
Notepad ++
notepad-plus-plus.org/
Timestamps:
0:00 explaining materials
0:21 identifiying your textures
2:37 making the material path
4:21 converting your textures
8:27 creating the materials
12:10 testing the material in-game
13:23 editing materials while in-game
14:12 phong AKA making things SHINY
17:14 fixing one-sided objects AKA nocull
19:57 transparency
22:01 emissive AKA making things GLOW
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Outro music by: HOME

Пікірлер: 57

  • @deadwater2ndchannel
    @deadwater2ndchannel9 ай бұрын

    The link to download the PBR converter I used in this video is no longer functional, so I've re-uploaded it and replaced the original link. If the original author wants me to remove the re-upload I will, and I'll do a followup video with an alternative method.

  • @TheKUGuy

    @TheKUGuy

    6 ай бұрын

    I cant find tutorials to reskin an existing npc but have it be seperate. Could you talk me through it a little?

  • @smivan.
    @smivan.10 ай бұрын

    Thank you so much, I feel like this is the only mostly-complete tutorial on converting typical modern texture layers to source texture layers on the entire internet, hahahah

  • @agoshdarnlad
    @agoshdarnladАй бұрын

    what if I only have a single png texture file?

  • @Mario_Man632
    @Mario_Man632Ай бұрын

    I'm having an issue where I do the textures exactly following the instructions but I still get missing textures and I have double checked all the locations and even tried shortening the names a bit to see if that helped and nothing.

  • @NewHavenNetworks
    @NewHavenNetworks7 ай бұрын

    I'm having some issues with the materials being either stretched or distorted though I followed this guide to the T. Any help or advice to resolve this would be amazing.

  • @Rudy_Dzentelmen.
    @Rudy_Dzentelmen.14 күн бұрын

    What if my model doesn't have ambient oclusion material???

  • @WMitsuwa
    @WMitsuwa8 ай бұрын

    How'd ya' split the GStack texture into different textures? I'm usin' my guardian as a playermodel. All I have is the diffuse, normal, a blank dye texture, and then the GStack texture. (Edit, I just found a way. Bleh.)

  • @superhusky6860
    @superhusky686022 күн бұрын

    If your textures are not working even if you have the right names, the materials might not work with a name like material.001 get rid of the period in the material name. It mistakes it as a file extension. You don't have to recompile anything to rename the textures, just go into the smd file with Notepad++ and do CTRL F then replace all material names to ones that don't have a period in them.

  • @Aseronni

    @Aseronni

    Күн бұрын

    which smd file?

  • @superhusky6860

    @superhusky6860

    Күн бұрын

    @@Aseronni When its compiled from the qc file you should get multiple smd files with all the body groups and the main body. You have to go into all of the compiled smd files and rename the materials to ones that don't have a period spacing the number of texture.

  • @belleparsley7797
    @belleparsley77973 ай бұрын

    what if the model just usesone png for each piece of the mesh?

  • @DraxRetro
    @DraxRetroАй бұрын

    What if you want to make multiple textures to one model?

  • @ssarmyboy
    @ssarmyboy2 ай бұрын

    Are the steps for SFM to gmod the same, QC files for be reused? the conversion process keeps failing

  • @acitrid
    @acitrid11 ай бұрын

    another question, my textures are a single png and pixel art. The texture ingame is showing up very low-res and jagged compared to another model someone else made from the same game. is it a setting i can mess with or is it just the fidelity of the original textures

  • @systemika

    @systemika

    11 ай бұрын

    On my journey through many steam forum sites I came across these 2 pieces of advice that did help me in solving the issue: "Without power-of-two resolutions (a width/height of 1, 2, 4, 8, 16 ... 512, 1024, 2048, 4096 ... etcetera), you can't. As VTFs only support power-of-two resolutions, the texture will become slightly blurred when stretched bigger or smaller to fit a power-of-two resolution. But beyond that, try importing them with the RGB888 format in VTFEdit (or RGBA8888 if you want the alpha channel intact). " "In VTFEdit, on the left, select the checkbox for Point Sample. This will stop the game filtering and bluring the texture, and will allow you to keep the textures"

  • @ron5384
    @ron53842 ай бұрын

    How do you export your dds files?

  • @RemiBeforetheSketch
    @RemiBeforetheSketch3 ай бұрын

    I have tried everything, from but no matter what I do, my materials are not applying at all... everytime I add a material that I got from converting my PBR materials to source materials, nothing happens and my playermodel is still the infamus purple checkerboard.

  • @Cameraman750

    @Cameraman750

    2 ай бұрын

    I have error

  • @user-ru4kb2ri1b
    @user-ru4kb2ri1b10 ай бұрын

    fun fact: if you're converting a ragdoll, and you have the source engine textures already, you can just straight up put them in the same folder as your model like you would normally!

  • @deadwater2ndchannel

    @deadwater2ndchannel

    10 ай бұрын

    Yup, as long as you include all the $cdmaterials commands from the ragdoll's original .qc in your playermodel version's .qc

  • @user-ru4kb2ri1b

    @user-ru4kb2ri1b

    10 ай бұрын

    @@deadwater2ndchannel while you're here i'd like to ask, does the pose of your actual models matter? because mine isn't doing the thing where their arms are pointed forward sort of, it's just the standard lowered t-pose. i'm asking because when i die/ragdoll/ it just glitches out completely, and i know for a fact my collision model is fine, unless it were the pose (all of my models are lowered t-poses) also, my legs are digitigrade, but i dont see why it would be a problem as i aligned them correctly

  • @deadwater2ndchannel

    @deadwater2ndchannel

    10 ай бұрын

    Default pose shouldn't matter too much. it can affect minor things like how well the fingers work with the finger poser or in more extreme cases, it can affect the posture of the playermodel's animations, but 99% of the time it doesn't matter. It definitely wouldn't affect the ragdoll though. What kind of glitch is happening exactly? Is it just spazzing out or is it deforming?

  • @user-ru4kb2ri1b

    @user-ru4kb2ri1b

    10 ай бұрын

    @@deadwater2ndchannel both, randomly, i can just press ` and type in kill and some spazzing and deformation is guaranteed to happen. I think it might have been something to do with the proportion trick script. looking at it it somehow messed up the weight paint for the tail that i had and ended up breaking the bones there (looking at it in pose mode it moves very incorrectly, along with one of the bones just being completely disorted when you use weight paint on it, also crowbar not recognizing it) . maybe thats why?

  • @deadwater2ndchannel

    @deadwater2ndchannel

    10 ай бұрын

    Proportion trick wouldn't break anything like that unless there's some very very uncommon solutions being used for the tail setup, and even then it really shouldn't affect that kind of a thing. Hard to say what's going on, usually bugs like that are caused by the collision mesh having pieces that are too close together, pieces that are missing, or pieces that are unneeded (some models freak out if you include the clavicle colliders).

  • @rbx7049
    @rbx704910 ай бұрын

    My model has 28 materials in blender, but they all use the same 4 textures. Currently I'm just copy pasting the same vtf textures and renaming them accordingly, but that makes my model about 100mb in size. Are there any tricks to lower the amount of textures I need to use?

  • @deadwater2ndchannel

    @deadwater2ndchannel

    9 ай бұрын

    if you haven't solved this issue already. there's two things you can do to solve this issue. 1. VMT's don't need their own set of VTF's to reference, so you can have multiple VMT's reference the same 4 textures without having to make copies. 2. You can mess around with deleting unnecessary materials within Blender and consolidating them into one, but it's hard to explain how to do so within writing. There might be a tutorial available somewhere.

  • @Funtime_Freddy_60
    @Funtime_Freddy_6011 ай бұрын

    When importing the texture files in VTFEdit, is it always recommended to use DXT5 for the normal format?

  • @deadwater2ndchannel

    @deadwater2ndchannel

    11 ай бұрын

    DXT5 and the other formats in that specific drop-down are all compression methods. Some methods lower the quality or remove certain aspects of your texture to reduce file size, while others try to keep as much of the original image intact as possible (resulting in larger file sizes). DXT5 is a good middle ground for keeping a lot of visual information without making the texture look like garbage or removing things like the alpha (transparency) channel. It almost always outputs textures that are 5 megabytes in size. It's recommended for the majority of textures because it doesn't sacrifice anything that might be vital. Some people prefer not to compress their normal maps since compression can sometimes muddy the 3D surface detail effect they're used for, in which case you can use BGRA8888 instead. They are usually around 16 - 20 megabytes in size. Most of the time, the average player probably wouldn't notice the difference, though.

  • @allahdude3607
    @allahdude36078 ай бұрын

    any way i could get some help? when i try my playermodel in gmod, its just big, distorted and the legs go underground... i tried everything but couldnt fix it

  • @deadwater2ndchannel

    @deadwater2ndchannel

    8 ай бұрын

    Sounds like you didn't scale it before compiling. I show how to do all that in part one of this series around the 11:01 mark.

  • @allahdude3607

    @allahdude3607

    8 ай бұрын

    @@deadwater2ndchannel it showed scaled perfectly but its scuffed in blender 2.79.... is it because i didnt apply a rest pose?

  • @kennyrox757
    @kennyrox7579 ай бұрын

    Do you have a copy of the PBR to Source converter the file was removed from gamebanana

  • @deadwater2ndchannel

    @deadwater2ndchannel

    9 ай бұрын

    Yes. drive.google.com/file/d/1xjQVgFnPyLC-Qigr_jotDXmXcUreT9wA/view

  • @kennyrox757

    @kennyrox757

    9 ай бұрын

    @@deadwater2ndchannel thank you so much!!!

  • @gummywormee41
    @gummywormee4110 ай бұрын

    Hello! If your model's old school (like 2014 PS3 for example), does one have to use the converter? Or could they just use VTFEdit to convert them into vtfs?

  • @deadwater2ndchannel

    @deadwater2ndchannel

    10 ай бұрын

    it varies from game to game, if there's more than just a diffuse and a normal map for each material then you'll probably need to use the converter or figure out some other solution of adapting the textures to Gmod.

  • @gummywormee41

    @gummywormee41

    10 ай бұрын

    @@deadwater2ndchannel Ah, gotcha! : -D

  • @gummywormee41

    @gummywormee41

    10 ай бұрын

    ​@@deadwater2ndchannelIf it's alright, I have one last question, No matter how I set the alphatest values, a specific texture always appears fully solid. I even put on Mask in the vtf. Is there a way to fix it?

  • @deadwater2ndchannel

    @deadwater2ndchannel

    9 ай бұрын

    try inverting the mask in gimp or photoshop, and make sure VTFedit is saving it with DXT5 as both the normal and alpha format (those settings are under "general" in the popup that appears upon importing your image into VTFedit)

  • @gummywormee41

    @gummywormee41

    Ай бұрын

    @@deadwater2ndchannel Figured out what was the problem! I had to put "translucent: 1" inside the vmt files for the spefific material

  • @HintOfBlues
    @HintOfBlues2 ай бұрын

    What if the material is just a color in blender, so theres no uv or texture image, what to do then?

  • @deadwater2ndchannel

    @deadwater2ndchannel

    2 ай бұрын

    uv unwrap the model by selecting all verticies in edit mode with the "A" key, then press "U" and choose smart uv unwrap or smart uv projection, it doesn't really matter. Then make an image of whatever solid color you want, at any resolution as long as it's bigger than 2 pixels (just do 256x256 if you don't know how that stuff works). turn that image into a vtf and then follow the rest of the texture tutorial, it should work fine. make sure to re-export the model as an smd after you uv unwrap it though.

  • @HintOfBlues

    @HintOfBlues

    2 ай бұрын

    That solves it. Thank you!

  • @Haruka-nr3vs
    @Haruka-nr3vs10 ай бұрын

    Hey, I don’t know if you’ll respond to this or not but do you or anyone else reading this comment know how exactly I’d go about using yakuza textures on my model? Edit: No need for any help, I did it.

  • @G-HOST9
    @G-HOST93 ай бұрын

    So, i did everything of the previous parts, everything about the model and ragdoll is working, but the texture of the eyes, it shows purple and in the console appears this message "Requesting texture value from var "$glint" which is not a texture value (material: texture path)" The path is correct and the name too, because all the textures work well, except the textures from both eyes(each eye has different texture) and idk what to do I was converting a ragdoll of the workshop into playermodel, i just pasted all the textures and materials, everything worked except that

  • @deadwater2ndchannel

    @deadwater2ndchannel

    3 ай бұрын

    i'd try commenting out the $glint entry in the vmt files (commenting out is just putting two slashes before the command to temporarily disable it) just to see what happens. and do the eyes work correctly on the original model?

  • @G-HOST9

    @G-HOST9

    3 ай бұрын

    @@deadwater2ndchannel the problem(and my confusion) it is that the vmt files of the textures there isnt any "$glint" and yes, the eyes work in the original model even having both installed

  • @mekamino4931
    @mekamino49315 ай бұрын

    This guide is amazing, my playermodel and ragdoll looks fine (tho have to test some options to change coulour of some textures and how it glows) but I have one problem. In search tab (ragdoll and playermodel) icon shows up as an ERROR. Can someone tell me how to fix that? not a big problem but it is annoying

  • @deadwater2ndchannel

    @deadwater2ndchannel

    5 ай бұрын

    right click the icon and choose the option that says "re-render icon" or something along those lines

  • @mekamino4931

    @mekamino4931

    5 ай бұрын

    @@deadwater2ndchannel it worked, you are the best bro thank you so much

  • @clementlegros8704
    @clementlegros87042 ай бұрын

    hello, what is your site to modify images at 11:22 pls ?

  • @deadwater2ndchannel

    @deadwater2ndchannel

    2 ай бұрын

    it's a program called GIMP

  • @clementlegros8704

    @clementlegros8704

    2 ай бұрын

    @@deadwater2ndchannel thanks

  • @clementlegros8704
    @clementlegros87042 ай бұрын

    hello I followed the whole video and it doesn't work for me I really watched everything. Do you have a community discord or other discord to help each other because it's really been 2 days that I've been watching videos to successfully integrate my textures into Gmod but I can't do it I'm really desperate, if anyone can you help me this would save my project

  • @ratfilmproductions4233

    @ratfilmproductions4233

    3 күн бұрын

    hey there i have the same problem as you have you figured it out yet and if yes i desparately need it pls and thank you

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