Garry's Mod

Garry's Mod

72 ratings
How to Reskin Textures
By afuea8143
this a guide on how to reskin textures
4
   
Award
Favorite
Favorited
Unfavorite
Pre-Guide Info
This is a guide on how to reskin textures for Gmod models, or just source models in general. I'm assuming you have an editing program of some sort, or at least know how to edit.
Requirements:
You'll need a few different things to be able to retexture:


- An image editing program, PHOTOSHOP IS HIGHLY RECOMMENDED

- VTFEDIT: https://www.moddb.com/downloads/vtfedit-133

- Storage Space, recommended enough just to make a temporary .psd

- Crowbar, highly recommended to use if you wish to retexture something from workshop:
https://steamhost.cn/steamcommunity_com/groups/CrowbarTool

- VTF Shell Extension, lets you see all the preview pics of the vtfs:
https://www.wunderboy.org/downloads/vtf_shell_extensions_v1-7-5-1-zip/
(OPTIONAL) Setting up file format (OPTIONAL)
This part isn't really necessary, but it always helps to have a backup of some sort for your files.

Since you have VTFEDIT, that means your textures and files are going to look like these:



Personally, I make a folder that has backup textures and a set of new textures, which look like this:



They also have subfolders too, but those are dependent on what you want to do.

With that out of the way, we can begin.
Part One: Finding your Textures
All textures are going to be different, and it's sometimes hard to find the right texture. A reminder that the one I'll be using only has a single texture, but most others don't.

If you wish to edit a workshop mod, you can either use {LINK REMOVED} or Crowbar's Unpack/Download system to download the mod, to get the files for it. Personally, I'd recommend using Crowbar's Download/Unpack system, since it's usually faster.



Moving on, since we've got VTFEDIT installed, we can go to our addons and find the addon we want to use, because our textures are inside them. I'll be using this one:



Then go find the vmts/vtfs that we need to edit.



If you want to, and I HIGHLY RECOMMEND THAT YOU DO, is to create a backup folder for these because it can serve both as our editing folders and backups. I'll be moving the files into here:



Now, onto the next step.
Part Two: Extracting Textures
Now that we have our textures ready, we'll extract them using VTFEDIT.



We're going to open the texture type that's called a diffuse texture, usually called something like "_d" or "_cs" at the end of it. It's going to be a VTF, not a VMT. In short, it's the texture that you see in game in fullbright.



Now extract the file to the location you want it in, and if you followed part one (which was optional) you can extract it to the "old" section. I'd extract it as a .tga file, since it's usually the highest quality.



Now we're going to open our texture in our editing program. I'll be using photoshop.



Part Three: Reskinning
The main point of this part is getting your texture into your editing program and changing what you want. If you know how to edit a picture, you can immediately skip this part and move onto the next one.

This part is also completely different from what you may do, and this isn't meant to be followed word for word. I'll just be going over a few things of what I like to do while editing textures.

What I like to do, is start out with this, duplicating my main texture a few times and making a group on the third one.



What I'll be doing now is creating a mask for the uniform, since I want to darken it.




Once you get it selected, just select the group, and then press the layer mask button, and it should automatically create the mask.




Now what we'll do is go nuts, and edit what we want.

I won't be showing most of these because it'd be tedious to show all these screenshots and pointless as well, because this won't be applying to someone else because they're not using the same texture. I'll just a list a few things I like to do.

  • -using blender's texture paint tab to see where a part of the model's textures are
  1. -extremely helpful for identifying where a part of a texture is/what texture is in what spot
  • -clone stamp/brush tool for manipulating/duplicating parts of the image onto other parts
  • -color lookups for changing tones and colors in general
  • -using photoshop's normal/bumpmap maker on the texture
  1. -then using a mask to take a part of the image that was changed and put it onto the bumpmap/normal map of the texture
  • -duplicating layers of camera raw filter-edited layers.
  • -utilizing masks to their full use
  1. -using other images from google and other places to place inside
  2. -using all sorts of editing things inside to just affect that certain area
  • -upscaling the image using gigapixel, but it's on a trial tho
  • -using color replacement tool a lot
  • -using soft light on different images to bake parts of things in to the texture

In the end, this is what it looked like



Part Four: Extracting Textures
Now that we have our texture finished, we can extract it.



Usually keeping the file's size under around 10mb loads in VTFEDIT faster, so I'd extract it as a .jpg to keep it a little more compressed just to save us some time.



If you followed the first optional step, which was to create the folders for backups, I'd export it into the "new" one.



Now that we have our texture exported, we can import it now.
Part Five: Importing the Textures
This part's simple, but it can sometimes take a bit of time to load. If you followed the optional step, you'll have the duplicate set of vtfs and the vmt already set up. You're going to begin by selecting the vtf that we extracted out of originally, the diffuse texture, and open it.



Once the vtf opens, go to the top left, to File, and then to Import.



Find your exported texture, and then open it.



Once you've selected your texture and it loads in, press Ok.



Now just wait for it to finish loading.



Once it finishes loading, go to the top left of the vtf, to File, then Save.



When it opens up files, find the vtf that we opened, and double click on it.



Press Ok.



Now we're done, and all we have to do is just replace the texture. One last time before you do, be 100% sure you have your backup textures because you may need them some way.
Part Six: Overriding the Textures
Now that we've got our vtf/vmts finished, we can move it back. We're going to locate our addon that we originally picked from, and we're going to go there. I'd recommend creating a new file explorer tab for this, while keeping our new textures folder in a separate one.



Go to the materials folder again.



Now that we're here, and if you have the two windows open with the textures, drag and drop them into the addon's texture folder.



Then replace them.



You're done, yay. Textures also update automatically in Gmod, so that means you don't have to restart the game for them to show up, which is cool.
Done
have fun




yea ur done now this guide was too complicated sorry

simplified schizo overview
take vmt/vtf from addon, put in folder, edit image, export image, put image in new vtf by importing, save image and override vtf, replace original file in addons
33 Comments
Lieutenant Kara Thrace 9 Jun @ 5:27pm 
Where in the files can I find the default HL2 models?
TheLisonFox 25 May @ 1:11pm 
Do you know how to change the default texture folder of a given model so that it still works? When I change the name of the texture folder, no textures are displayed and changing the vmt files does nothing. I need to change this so that I can have two identical models in the game, but with different textures
Morda_junior 24 Mar @ 1:04am 
I extracted the texture from addon (vtf) then edit this file with photoshop then my English is too bad to understand
Haznasut 16 Dec, 2024 @ 8:48pm 
i already follow this guide for several times, in doesn't replace the texture. first, i unpack the mod folder using crowbar, then, i use a 'citizen_sheet' vtf to replace the texture, but, after i did that, the texture still the same. Even i already checked the replaced folder and unpack it with crowbar, the textures are already replaced, but it doesn't show up in Garry's mod. Btw i skipped some parts like part three, part four and part five because the 'citizen_sheet' texture already edited and i replaced the edited texture with unedited 'citizen_sheet' texture(texture that i want to replace) and it still does't show up in Garry's mod
steel 7 Dec, 2024 @ 5:32pm 
help my addons in the addon folder don't show up
neonfox1189 7 Dec, 2024 @ 1:44pm 
How do I edit something that isn't a mod? I looked through the CS:S and GMod files, but I can't find anything.
creeperjo7 22 Jun, 2024 @ 10:38am 
vtf aint letting me import the new image
Saxo.dk 7 Sep, 2023 @ 4:22am 
@Non_Real | FANATIK If it has gma. as the file extension name, Take the folder and drag it over
gmad.exe inside C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin
Should extract the folder in addons

If its workshop file like legacy.bin you can use Shark VII's Gmod extractor 2020
Non_Real | FANATIK 1 Sep, 2023 @ 11:23am 
There's a pillow mod (not as character skin, but an object), in which I want to change a picture to my pesro in full size, but this mod casually downloads as a file, but not a folder with its textures
NFL Youngboy 20 Aug, 2023 @ 8:31pm 
is this a actual guide i thought it would be lazy and shorter