

The process of decompiling is never 100% accurate. That's why we have to reverse the work the compiler did. The problem there is that the artist may not always provide those publicly. What we want is the original files that the artist used to compile these models. So the files we have are in a binary format that Blender doesn't understand. This isn't a format that's useful to us unless we are using Source Filmmaker. It was generated by the compiler based on scripts and text files. What kind of file is that? Let's open it in Notepad++ and see. There's a whole bunch of technical reasons for that, but for now we're just going to look at the. You can tell from the file name and the extension. First thing you will notice is that a single model is made up of 5 or 3 different files. For now, we will focus on the mesh itself. You have your models folder, which contains the actual mesh data.You have your materials folder, which contains shader instructions and textures.You have a scripts folder, which contains SFM specific scripts that we don't have any use for right now.Most downloads will contain a folder structure similar to this. Unzip/rar these files and let's take a look at these files that we just downloaded. Prerequisitesĭownload any model you want. So here's a little tutorial to help you all along. I get a lot of questions from people who stumble upon a model on SFMLab, download it, and then struggle to import it into Blender or other model tools. Hey everyone, here's a little tutorial on importing Source Filmmaker models into Blender.
