How to Make a Garry's Mod Playermodel (Pt. 6) | Pseudo PBR Materials

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 BlueFlyTrap's Pseudo PBR method for those of you that want to go through this extremely painful process for the sake of nice looking metallic materials.
BlueFlyTrap's Guide and material downloads here:
Guide
web.archive.org/web/201906121...
Material downloads
www.mediafire.com/file/j1jj8jd...
www.mediafire.com/file/7aq1cmf...
Automated PBR github project i was talking about:
github.com/Igrium/pseudo-pbr-...
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 brief introduction
0:47 setting up
1:47 separating the metallic bits
3:19 renaming materials and meshes
6:00 editing the .qc for PBR
9:07 compiling with Crowbar
9:40 testing in-game
10:08 texture editing (pain)
20:30 making the .VMTs
24:01 testing the completed material in-game
24:48 fixing the darkness issue
26:10 automated method in the future?
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Outro music by: HOME

Пікірлер: 16

  • @KiryuEnjoyerBest
    @KiryuEnjoyerBest5 күн бұрын

    hey, so i did all the steps, but in the end it was too much shiny, i put all the mateirials correclty. how i can manage the color level? btw tahnks for the video!!!!

  • @hl1xaweaponanimator26
    @hl1xaweaponanimator2611 ай бұрын

    i have just found out how great this method is sure it takes a while but like its PBR! not proper true pbr but yknow it practically is!

  • @hl1xaweaponanimator26
    @hl1xaweaponanimator2611 ай бұрын

    wow thats uh kinda amazing lmao

  • @flubbawubba6603
    @flubbawubba6603Ай бұрын

    What if i dont have roughness, metalness, or diffuse? the texture files i have rn are spec, normal, gloss, emissive, cavity, ambient occlusion, and albedo

  • @deadwater2ndchannel

    @deadwater2ndchannel

    Ай бұрын

    gloss can be converted to roughness, and albedo is a term usually used interchangeably with diffuse. specular i don't have a whole lot of experience with yet, and emissive can be used as-is with the $emissiveblend VMT parameter. the written guide on wayback machine that i provided a link to in the description has info on what to do with specular, cavity, and gloss if i'm remembering correctly.

  • @brnc.
    @brnc.4 ай бұрын

    I have a question. How to make the eye fading ? I mean for example eyes are normally blue, but i want them to glow for a few seconds and turn normal again in loop. As i researched we need to edit .vmt file but couldn't find what should i add to that file.

  • @deadwater2ndchannel

    @deadwater2ndchannel

    4 ай бұрын

    I don't think you can animate glow in the source engine, and if your model uses the 'EyeRefract' or 'Eyes' shader for their eyes you wont be able to have any glow at all. You could make an animated texture that fakes the glow effect by just changing the saturation and brightness of the image over time but it won't actually glow in the dark, and it will only work if you're not using one of aforementioned shaders. I haven't done an animated texture in so long I can't remember off the top of my head how to do it but there should be plenty of info on the valve developer wiki and youtube.

  • @brnc.

    @brnc.

    4 ай бұрын

    @@deadwater2ndchannel Thank you for your help!

  • @Masterlegodude
    @Masterlegodude11 ай бұрын

    Couldn't you technically achieve the same thing with a phong exponent texture and $phongAlbedoTint instead of inflating the model's polycount to achieve a similar look?

  • @deadwater2ndchannel

    @deadwater2ndchannel

    11 ай бұрын

    The third PBR conversion method I briefly mentioned in part 5 (FastValveMaterial) does that I'm pretty sure. It looks great on most models, but on models that are almost completely metallic (like the shoulderpad) it can look pretty bad iirc. The guy who designed the model stacking method seems to REALLY know his way around the source engine though, so I'm just going off the assumption that if there were an easier, less expensive method to achieve the same effect, he would have said so. I might do a video on FastValveMaterial at some point, if I do I'll try re-doing the shoulderpad with it so we can get a side-by-side with the stacking method.

  • @flubbawubba6603
    @flubbawubba6603Ай бұрын

    man this is difficult

  • @flubbawubba6603
    @flubbawubba6603Ай бұрын

    I thought I did the whole process perfectly but my model turned out to be very chrome looking

  • @flubbawubba6603

    @flubbawubba6603

    Ай бұрын

    I messed up naming the vmt smh lol

  • @hl1xaweaponanimator26
    @hl1xaweaponanimator2611 ай бұрын

    also how did you compile the auto pbr thingy?

  • @deadwater2ndchannel

    @deadwater2ndchannel

    11 ай бұрын

    it involved linux and a lot of command line stuff that I probably couldn't fit into a comment lol

  • @hl1xaweaponanimator26

    @hl1xaweaponanimator26

    11 ай бұрын

    @@deadwater2ndchannel eh well i guess ill settle for the pbr thing on gamebanana its good enough

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