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Model importing could stand to be improved a lot in the Source 2 tools. Valve seems to have mainly set it up to work well with files exported from Maya, and pretty much everything else has a lot of obscure restrictions.
Thanks for the info.
So I should be able to save the UV maps / textures from the image viewer right? What I am confused about is the ISS model has a lot of complicated texturing, so I have to apply a UV map to it and not a single texture.
This very old tutorial is out of date, but has pictures of which names need to match up:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=890780029
Thanks for the link! I gave the tutorial a try with a test model (only one object and material) and it worked :D
I'm still having a few issues with the ISS unfortunately. It's comprised of ~130 objects, all of which have at least two materials. There are more materials than there are UV maps, which is confusing me because it seems like Hammer wants an image for every material. A lot of the objects also share materials with other objects, which is confusing me even more. Is there something I'm missing?
If you click the left buttton below a texture file name box in the material editor, it will let you pick a flat color or value istead of a texture.
That model uses a metal-roughness PBR setup for the materials, so to get similar settings in Source 2, you'll have to look at the Metallic and Roughness values set in Blender, and then use the Metallic value for both Reflectivity and Metalness, and the inverse of Roughness for Glossiness.