Those textures should be converted into VTFs with the tool VTFedit and are conventionally placed in the same folder as the VMT ( ) the materials are saved as VMTs and the location they should be placed is the one set in the QC, relative to the Game/game/materials folder.Ī VMT assigns a role to each texture in your material, the simplest being $basetexture '' (a basic albedo map) it's important that you use the VertexLitGeneric shader for props. they can be as simple as a single color or an advanced material with light and reflections. You'll also have to create your materials( ). Naming the object, assigning it models and animations etc. You'll then have to write a QC file, it's a conductor, indicating to source how you want it to behave in game. the material you set will not be exported, but it's important you use the same name when you create your materials.
With your model created, export it as smd or dmx with the BST. Technically it's possible to do it all only by installing blender source tools ( ), an addon to export as DMX or SMD and use the stock tools provided by valve, that are in the game/bin folder.īut everyone uses community built tools, crowbar and VTFedit at least.
Importing from blender to source is a full process, and there are plenty of tools to make it easier, all of which are free.