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Secondly, Gmod workshop if you already have Gmod. Use Gmad extractor to extract the source files before importing.
A lot of the best models over there, while they do come with clothes and can therefore be used in family safe scenes, will also go nude and thus don't show on the search or browsing pages unless you're logged in with NSFW content enabled.
Lots of people will tell you to install to usermod, but this is a bad idea for several reasons you probably won't want to hear all the details of, so I'll just suffice to say it can cause a lot of problems, either immediately or in the long run.
~~~~~
Right-click Source FilmMaker in your Steam library (in the "Installed" or "Software" tab), and choose "Properties" > "Local Files" > "Browse Local Files...". A File Explorer window should now open inside of Source FilmMaker's installation directory.
Now navigate into the "game" folder, and make a new folder. You can call it whatever you want, although being descriptive and well organised is a good idea. For example - "Bioshock", "Tomb Raider", "Overwatch", "Warhammer", etc.
(Obviously, you don't need to make a new folder every time, but the general rule is to not install to any of SFM's default folders except if specifically updating content extracted from the game the folder is for).
In this example, we'll assume that "customstuff" is the new folder's name.
Now you've got a "customstuff" folder, unzip your download (you will need a program like 7zip to unzip .rar or .7z files) and navigate through it until you have a collection of folders called things like "maps", "models", "materials", "sounds", "scripts" and the like. (Not all of these folders will be in all downloads).
Now copy those folders into your -/SourceFilmmaker/game/customstuff/ folder.
If the folder you've installed to is a new one, you'll need to right-click Source FilmMaker in your Steam library, choose "Launch SDK", click "Edit Search Paths For Selected Mod", and tick the box for "customstuff" on the list.
Interesting point on the usermod folder. Could you elaborate for me? All I've been doing is throwing stuff in usermod
Edit: Never mind, read your other post!
1) It's a critical folder. Installing the wrong thing in here can overwrite important SFM files.
2) It's the master folder (and cannot be reorganised in the search paths). Putting things in here can override important SFM files (particularly if the files are from other Source games, which should *definitely* be put in their own mod).
3) Indexing overflows. SFM only has so large an index to use. If it tries to index too much content (as your installation naturally grows), it will crash with an CUtIRBTree error. It needs to be resolved by disabling content folders that aren't currently being used for a project using the SDK*, but if everything is just in usermod, there is no way to resolve this error - a) it's the master folder and cannot be disabled in the index and b) the content will be so poorly organised you can't disable specific parts of it anyway.
(e.g. If I know I'm not using Overwatch models because this is a Warhammer animation, I can just turn off the Overwatch folder and SFM won't try to index or load them).
And a smaller one:
4) You can't use the mod filter in the SFM search to anything like the same degree. If I know a specific model is in my "Mass Effect" folder, I can automatically filter out anything else in the Search, which means that SFM won't try and cache it to preview it in the model window, saving on memory usage.
Once you're familiar with the process, it takes less than a minute to do. (And the "tell SFM to load that folder" part is a process you've already had to do to get the workshop to work).
In any case, anything on SFMLab that's not already uploaded to the SFM workshop is unlikely to get uploaded here.