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All modeling and naming is from @Warfaremachine
Warfare is from Argentina so another language almost certainly at play.
Additionally you can get a direct version of the model from Warfare's Deviantart page.
Don't worry I'm using it for pac3 (hosting it from my own domain) and Obviously I'll credit or @Warfaremachine when asked where I got the playermodel (except for the custom animations/edits to the QC that I made),
Now all I've added so far is make jackopose (single frame static sequence) and currently turning Alilkira into a Freaking beyblade ( with arm blades THAT long how could I not ?!! )
Lastly don't mean to be rude but some of the material names I don't understand, Is Cabeza and dientes a foreign term, or a naming scheme? I wanna learn from source modders like you?
Well if you read past comments
You will understand
i wrote down a whole "testament" about the reasons of why i quit from porting
they can be found here
https://www.deviantart.com/warfaremachine/journal/NO-MORE-GMOD-PORTING-767647548
Im a modeller who looks for the proper way to find a perfect balance to export simplicity/engine quality/ engine capacity, SFM are almost perfect balanced, Gmod have his things but i need downgrade the whole model to make it work on GMOD, the new model of alilkira v4 will be maded for work specially for the new blender 2.8 for free, and SFM release too, there are a diference cuz the simple way to port a model its grab it, delete all the shapes, rename the bones name, diseminate it and downgrade materials and put it in a simple bones structure as RAGDOLL, also i will just recive a catarate of request to port it as player model, or npc when its not that easy,
just a example, Alilkira v3 was maded around a Preexisted Gmod model, and compiled with GMod compiler, that is why she its working but MANY issues was found when the people wanted her in SFM and Blender, also too i was limited by the Gmod features, also actually love how Gmod works but sadly its not easier to export, its a mess how valve bones work, and the game was optimized to work under source multiplayer engine, SFM dont have these limits since his main task are another and still having limits, since the last year i was working almost of the edges of SFM limits, also the consecuence are obvious, NightGale a dude who make Gmod ports are bombarded with Gmod Furry ports and actually hate port my models not because he hate my models, also the flexes and polycount are HUGE in contrast with petruz ones, also for his last port from my models, "Nika the shark" he had to split in 2 main parts /head and body/ im not saying what its impossible it is atleast for me,
are alot of moders who work under a preexisted models, or edit them however the propouse of many models are just exist, many are happy with models what works just as a ragdoll, also some want be RG/PM/NPC full correctfacemorphs and have 40 bodygroups, im a artist who create stuff and dont want to have head caches to use it, if you think what is difficult use SFM imagine learn the correctly use:
Blender /modellin/rendering/rigging/Uv
3D Coat /painting/material propieties
Photoshop /maskchannels/texture refinaments
source export tools (and all thousands of QC rules and the whole valve wiki of materials/model paramethers and DMX scripts)
SFM itself
i dont want to be "Aggresive" but a person who consider sfm (when actually are the easiest 3D animation/poster creation avaible in the world) the most difficult thing to learn , i dunno if the words from that kind of persons are relevant to critise a CGI artist,
i do the whole creation of a character (modelling, rigging, UVs, painting, material, export, fixes) i invite you and anyone else who to watch my streams here https://picarto.tv/WARFAREMACHINEWORKSHOP and see step by steps the creations of the models, its not a joke im not amazing or greatest, but in my humble opinion you dont have a any idea what are you talking about