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Also, a huge chunk of GMod content is trivial to get working in SFM.
http://steamcommunity.com/sharedfiles/filedetails/?id=782484437
Is that why models with full textures show up as checkers?
But putting things in usermod is a way to break your SFM install. You can easily overwrite or override other important files, seriously fouling up your SFM (which can be a major job to fix, potentially demanding the complete manual de-installation of everything in usermod)
Even if you don't break anything immediately, lazy file management can come back to bite you later on. SFM will crash if it tries to index too many assets - a well organised mod system allows you to disable assets you're not using to avoid the problem. (Throwing everything in usermod... not so much. Usermod cannot be disabled or reprioritised).
Given how easy it is to create new mod folders and add them into the SFM search paths, there's really no good reason to install anything to usermod.
I've come across a fair few GMod assets that aren't properly organised, put into folders which isn't where the engine is looking for them.
I don't know if GMod has automatic trickery that lets it cope with that, but in SFM, it can take learning the skills of how to reorganise things into the places where Source expects them to be. (That usually means checking the console, but Crowbar or a hex editor can also be useful, as they can let you check the correct filepaths for a specific model and its materials).
SFM is a great program, but most people want more slapstick humor. SFM does not have the right tools to do such a thing. Garrys mod is game with a huge community supporting it so it has tons of tools. Garrys mod takes alot more work then SFM. Garrys mod you have to animate each frame. SFM you can have the program make movements and pre made sequences. So if you want to make a humorus animation gmod is what you want. If you ever want to make a animation with a diffrent atmosphere SFM is the best choice.
Thing is, one way or another, it's part "swings and roundabouts" and part "the grass is greener on the other side of the fence".
GMod's character models are often fairly weak, yes (and I often consider myself to be scraping the barrel if I have to use one).
On the other hand, GMod's workshop is often full of very usable props and vehicles that are missing from SFM sites - and when it comes to maps? Well, when they've actually been compiled with HDR (and the odds on that aren't great), GMod's maps (particularly "RP" maps) can be an absolute godsend, being full of useful everyday locations that game maps often completely omit (or turn into a warzone).
My artwork uses maps originally made for GMod far more often than I use maps originally made for SFM.