So first we should go into our Polygon/Face subobject (depending on the modifier) and select all of the polygons/faces in the object. Then go down to the grid with numbers and select clear and then click the square with the 1 in it and deselect the polygons

This is what the model would look like if we had gone ahead and imported it after setting the textures. We need to fix this. Here's how we do it. Select all of the polygons/faces that you want to have the same shading (in the example, it'll be all of the polys on the same flat surface). Then click "Detach" and check "Detach to Element" and then click OK.


Now since this model is boxy with no true smooth surfaces what we can do to save time is to select all the polygons, then go down to Explode and below it select "To Elements" and then click Explode.


Now our model is ready for physics objects and occlusion objects, but that's another time.
Coming Soon: Finalizing the model. This tutorial will show how to make physics/Instance objects, occlusion objects, how to name your meshes by the Trespasser standard, and writing the values for the model before you export it to TPM.