when you want to load the mesh with loadanimmesh, you can recognize surfaces by the entityname, When you want to use LoadMesh, you can identify the surfaces by tracking down used textures as described in the SaveB3D example in the code archives (mesh section), and then simply overpaint the surfaces with a new brush, as big10p said. BTW this way you can also edit all Brush Properties (eg. blending mode etc. easily).
Car Model
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