- How to make a custom GMod player model
- Stage one: open the player model in Blender
- Stage two: export the player model with Blender
- Stage three: editing the player model textures
- Stage Four: Set Up Your QA File
- Stage five: compile the player model in Crowbar
- Stage six: using Lua
- Stage seven: import to GMod
- How to Convert a Ragdoll to a Player Model in GMod
- How to make your player model invisible in GMod
- Look at my cool model
Garry’s Mod, or GMod, allows players to do almost anything. You can import custom models to use as enemies, NPCs, or allies. As long as it is in the correct format, you can use it.
Many GMod players like to create their special personal player models. However, some specific knowledge is needed to create. Read on to find our simplified steps for creating Playermodels.
How to make a custom GMod player model
If you already master creating 3D models with the right software, you can create different characters for most games, including Garry’s Mod. However, not everyone knows how to make models. Fortunately, creators often share free models with the gaming community, which you can use as a basis for your own.
You can download any model you want, but assembling it is also vital. Assembling a model involves combining the appearance of the character with parts that perform actual movement. After assembly, you can move with your Playermodel.
Without rigging, GMod will not be able to move your model.
Before we get into creating Playermodel, let’s look at the necessary software and tools you need.
- Garry Mod

Of course, you’ll need the game if you want to use the player model. Without it, you will be making a model in vain.
- Blender

You will need Blender to manipulate your model and edit textures. Of all the programs, you will spend the most time with this one. We highly recommend learning some basics before undertaking this process.
- Lever
Crowbar is a decompiler and compiler for .mdl files. You will use it to compile the models after the assembly steps.
Anyone can download the source tool for free. It will allow your copy of Blender to be compatible with the Source engine. It will handle all your SMD and DMX files.
After downloading Paint.NET, next is the VTF plugin. Your VTF files will be created with this program.
- Edit
You will need VTF Edit to create VMT files. You can also open your VTF files.
- Source SDK
Source SDK is the program that Valve previously used to create its games and you need it to run GMod. Any Steam user can download it.
There are some other tools you may want to download. They include:
- Notepad++
- GFCScape
- GMod publishing tool (if you want to share it with the world on Steam Workshop)
After downloading the software, you should get the character model, a skeleton, and a QC file of a different model. These are available for download on the Steam Workshop and Garry Modsamong other websites.
Stage one: open the player model in Blender
After you have everything on your computer, the first course of action is to combine the reference model skeleton and your character model. You must also install the Font tool in Blender to export in the proper format.
Let’s take a look at the process.
- Launch Blender on your PC.

- Delete everything in the scene.

- Import the reference model into Blender.

- Remove the mesh from the reference model until only the bones remain.

- Import the custom model.

- Adjust your model and skeleton until they both fit.

Stage two: export the player model with Blender
- Enter “Object Mode” and hold down the Shift key.

- Left click on your model and then on the skeleton.

- Hold down Ctrl + P and then select “With automatic weights.”

- Use “Weighted Paint” to make further adjustments.

- When you’re done, go to the scene and look for the option to export in SMD.

- Name your custom model whatever you want.

- Export the new model to the models folder inside your mods folder.
Keep the original model in case you make a mistake or want to start over. You may have to do this if you are still learning.
Stage three: editing the player model textures
While this step is not strictly necessary, editing textures can help improve the appearance of your model. If you think some parts would look better edited, do so. This step requires Paint.NET with the VTF plugin.
Keep Blender open or, if you closed it, restart it. You will need Blender throughout the entire process.
- Go to your GMod mode folder.

- Go to “materials”.

- Create a folder inside it called “models”.

- You should have a string that looks like “
modefolder>/materials/models/(insert model name here).“ - If your model comes with textures, you can find them in the zip file.
- Open them in Paint.NET.
- Save them all in the model folder as .vtf files.

VMT and textures
- Then open the textures in VTF Edit with another Blender window and place them all in a .vmt file.
- Open your original model file.
- Go to the materials panel.
- Select a material and click the “Texture” icon next to each one.
- Open the material textures in VTF Edit.
- In VTF Edit, go to “Tools” and select the option to create a .vmt file.
- Keep all options as they are except changing “LightmappedGeneric” to “VertexlitGeneric”.
- Save all .vmt files in the same folder as the corresponding .vtf files; for example the hair should go into a vmt file called “hair”.
- Make sure the .vmt files have the correct path to your .vtf file.
- Repeat for all material files.
At this stage, it is common to misspell words. It would be best if you double and triple check your file names before continuing. Poorly written files can become problematic and set you back.
Stage Four: Set Up Your QA File
- Download the QA file for your reference model if you have not already done so.
- Copy everything except “(insert model name here).smd”.
- Place the files inside a new folder in the folder of your modified SMD model.
- Open the QC file with Notepad or Notepad++.
At this stage, you just have to modify some code. Here is an example of the p you need to modify (created by Crowbar 0.19.0.0):$modelname "player/(name)/RealModel/(insert name here).mdl"$model "(name)" "(name).smd"$cdmaterials "models\Player\(name)\"
It may have slightly different wording, but this is the only p you need to edit. - Change the “
$modelname” to any name as long as it ends in .mdl. - Change “
$model” to the name of your custom model and be careful to include .smd. - Ensure the “
$cdmaterials” is your actual material path, and you may need to add a “\” to the end of the path to make sure Crowbar points to the correct folder.
The route may look like this:
(models\Player\(insert model name here)\
Stage five: compile the player model in Crowbar
Now, the QC files are finally ready to be compiled. You’ll need Crowbar for the next step, so first make sure it’s installed correctly.
- Launch Crowbar and open your QA files.
- Create a subfolder using Crowbar and give it the same name as your Playermodel.
- Select GMod as the target game.
- Compile the player model.
Now you will have .mdl files in your hands. The next step is to convert them to .gma files.
Stage six: using Lua
You need Lua to help GMod load your Playermodel files and their textures. You will end up with a .lua file and you will not need it beyond creating this file.
- Go to the plugins folder in GMod.
- Place your model folder there.
- Open your mod folder, open the folder called “lua” and then the “autorun” folder inside.
- Use Notepad or Notepad++ to create a .lua file.
- Write the following code in the file:
player_manager.AddValidModel( "SonicMiku", "models/Player/(name)/(name)/(insert name here).mdl" )The route will be named after its original model. As such, it may look different. - Change the path to the .mdl file you got after compiling.
Stage seven: import to GMod
- Start GMod.
- Select your player model.
- Import it to the game.
- If it succeeds, you can use your Playermodel now.
The process is quite complex, but it only requires practice to create and import your player models.
How to Convert a Ragdoll to a Player Model in GMod
To turn any ragdoll into your player model, you must first install a plugin called PAC3. Secondly, you should import a ragdoll into the game.
With these prerequisites taken care of, let’s get into the process.
- Open GMod.
- Make sure your game is in advanced mode.
- Open the PAC Player model editor.
- Right click on your current skin.
- Add an “Entity”.
- Right click on your skin again, but select “Model” this time.
- Open the properties and find your model.
- Click on it to select it.
- The ragdoll is now your player model.
Compared to creating and importing a player model, this process is relatively simple.
How to make your player model invisible in GMod
This trick can allow you to become completely invisible in GMod. What you need is the NPC model from AlyxFakeFacotry and any model manipulation software like PAC3.
Here’s a basic guide to becoming invisible:
- Download, unzip and paste the AlyxFakeFacotry files into your GMod “plugins” folder.
- Start GMod.
- Generate the FakeAlyx model in Gmod. You can’t see the real model because it is invisible.
- Use your tool to right click on the FakeAlyx model.
- After reloading your model, you will become invisible.
No one can see you this way due to the nature of the NPC model. If you have another invisible model, it will also be an acceptable substitute.
Look at my cool model
If you’re tired of the default player models, then setting up and compiling your own could give GMod a makeover for you. A new look helps make the gameplay exciting, especially if you play with others. As long as you can create the model, you can use it within the game.