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If that's what you find tutorials about, then you're understanding the tutorials wrongly. To have a selection between multiple skins, you specifically need to have multiple VMT materials.
As for using multiple VTF textures in the same VMT material, that would be done using $BumpMap, $Detail, and so on, although not in the way that you seem to want for this model.
(Again, it seems like what you want is just to have the model load multiple VMT materials linking to different VTF textures for $BaseTexture, which you can easily accomplish by having the mesh have multiple materials in Blender before exporting the DMX/SMD mesh(es).)
Ah, I see. I was pondering three possibilities, and it seems that one of them is attainable. That's good.
One possibility I considered was simply returning to the project in Blender and exporting the model as four separate SMD files (rather than grouping them into one), before proceeding to simply point each of them to their own respective VTF file. Thing is, I figured this wouldn't work, because I imagined it would result in the body parts each being considered to be individual character models by Source Filmmaker, which would likely make animating a bit of a nightmare.
Another possibility I considered (the one you responded to) was referencing all four VTF files within a single VMT, which would obviously solve the problem--if we were allowed to do that. However, I was only able to find tutorials about $texturegroup . That is, the ability to supply a model with multiple variations of skins.
Lastly, I considered the possibility of referencing the model with four different VMT files (which happened to be your answer to the problem). So, I'm glad we seem to be on the same page.
Unfortunately, I'm not quite certain how to do that. Do you think you can help me?
Before you start painting a model, you UNWRAP the mesh and create UV Maps. (This model already has UV maps and doesn't have to be unwrapped) You assign Materials to mesh with in these UV Maps.
The textures (the PNGs for the obj model or VTFs after you convert them for a Valve model) are the paints that cover the gray clay model and are contained with in a UV Map. Don't Textures with Materials.
The Materials are the settings that tell a model what textures are used for the material, what kind of texture are and how to display them. This is the materials tab in Blender and the VMT on a Valve model.
Materials are assigned to mesh in Blender. And (for simplicity sake) these material names from Blender must be used as the VMT names on your model.
On a Valve model you can only have (I think its) 32 materials (VMTs). As Zappy pointed out these VMTs can call multiple VTFs for diffuse (color), Bump/(Normal Maps, Detail Textures, etc. But all these VFTs only cover the area of the model that they were assigned to in Blender (In your case One VMT for the Body, one for the eyes, one for the gloves and one for the hat.)
So let's look at these materials and textures, this is the model you're working on.
https://i.imgur.com/12bcWKQ.png
Your model requires 4 VMT materials the way it is set up right now.
Now, you say that you don't have to work on the model to get it into SFM. That's only true if you want that model in a small, disjointed, unposable model.
https://i.imgur.com/Ga5ggqE.gif
These models don't have bones and need a ton of work.
This model was an OBJ from that website
https://steamcommunity.com/sharedfiles/filedetails/?id=484203886
And this video shows the 9 hours it took me to get it SFM ready.
https://steamcommunity.com/sharedfiles/filedetails/?id=477415069
If I recall correctly, I press the "Material" button to generate a new material.
In the property window, there should be a list of all my established materials available.
Clicking the "Assign" button should allow me to apply the selected material to the active object.
I see... Looks like I'll need to be rigging it--which I am willing to do.
In terms of formatting, I'm not sure what to do about the VMT materials:
mesh0012mat.vmt
mesh0014mat.vmt
mesh0021mat.vmt
mesh0024mat.vmt
Prior to creating this discussion, I had them set up this way, and you seem to be telling me that I at least had the right idea. Unfortunately, the model displays in a pink, checkerboard-like color when imported to Source Filmmaker.
All four of them utilize the following formatting:
"VertexLitGeneric"
{
"$basetexture" "models/waluigi_64/mesh00##mat"
}
("mesh00##mat" refers to the appropriate VTF file for each respective VMT)
https://i.imgur.com/egeY6gD.png
I seem to have finally found my answer. Thank you for your help!