New to modeling, need help with missing texture on a prop

So I wanted to make a prop for Garry’s Mod and I followed this tutorial on how to do so. I made a teapot with a random metal texture I got from Google Images.
The process was ok and my prop shows up in the spawn menu of Garry’s Mod, but of course, purple and black checkers.

The model in 3ds Max

The exported SMD reference, collision, and sequence models, and the texture I found

The compiled garrysmod models

The compiled garrysmod materials from VTFEdit

The result in Garry’s Mod

My QC file for GUIStudioMDL


$cd "C:\Users\Evan\Desktop\Teapotfinal"
$modelname "Evansmodels\Teapot01.mdl"
$model "body" "teapot.smd"
$cdmaterials "models\Evansmodels"
$surfaceprop "metal"
$keyvalues  { prop_data { "base" "metal.Small"  } } 
$sequence idle "teapotseq.smd" fps 1
$collisionmodel "teapotco.smd" {
$concave
$mass 100
$inertia 1.00
$damping 0.00
$rotdamping 0.00
}

and lastly my Teapot.vmt file from VTFEdit


"VertexlitGeneric"
{
	"$basetexture" "models/Evansmodels/Teapot"
}


Can anyone help a noob out?

i actually dont see anything that could be wrong, but can you upload your reference smd for me?

try taking out


$cd "C:\Users\Evan\Desktop\Teapotfinal"

in the QC

You’ve got all the tricky stuff nailed down which is great, the only thing I can think could be the problem is that the name of the image you applied to the model in 3dsmax needs to be Teapot

That’s how the model knows the name of the .vmt it should use.

Easiest fix would be to rename you teapot.vmt to whatever your texture’s name was.

That line only tells the QC where to look for component SMDs, it’s completely unrelated to textures.
As one free man said, everything’s looking correct, which pretty much leaves that the VMT’s name isn’t the same as the material’s in 3dsmax.