For simplicity, this tutorial only covers the essential part to import a static model (i.e. no animation, joints, etc.) with a single material from Blender. Please check out other tutorials if you would like to adjust other settings or to import more complex model(s).
The following settings are used to create the model.
_color image at minimum.my_material_color.png).
my_material.vmat) in Hammer.
Imperial system for measurement.
0.4 inch in Blender (scale down to about 0.4x in ModelDoc Editor).
Once the model is created, select the model and then export the model as an .fbx file, remember to check Selected Objecs when exporting.
The file can be put at anywhere you want.

From the Workshop Tools, open ModelDoc Editor, something like below should be shown. Start by double-clicking on Model at the Create New section.

Save the file as a .vmdl file before proceeding. The file should be put under the directory <your-drive>:\\SteamLibrary\steamapps\common\Counter-Strike Global Offensive\game\csgo_addons\<your-addon-map-name>\models
On the left hand side of the ModelDoc Editor screen, it has a node editor, which defines nodes/properties of the model. In this tutorial, we simply need two nodes.
Add Meshes, the .fbx file you exported from Blender.DefaultMaterialGroup, the .vmat material file you use for the model.
PhysicsShapeList, the .fbx file used as the collision mesh.
.fbx file as the model file as the collision mesh, one with lower details should be used to optimize collision computation at gameplay.
Finally, click on the button Needs Compling on the right hand side to build the model, which would automatically save the .vmdl file as an asset used for mapping.

In the Hammer Editor, first add a prop_static entity. Then from the Object Properties on the right hand side, you should be able to pick the .vmdl file saved.

Ensure that you are in Objects mode by pressing 5 on the keyboard, you should be able to select the model and transform in the way you want.

If you find that the scale of the model is not right, instead of scaling the entity itself,
you should do so by going to the ModelDoc Editor and adjust the Import Scale of the mesh.
Once the .vmdl file is re-compiled, then you should see the change on the Hammer Editor right away.
