-
Launch RedKit and create/load a project.
-
Use shortcut CTRL+A to open Asset Browser.

-
By default, it opens a root folder of your depot - ie collection of all files used by the game. So now you’re looking at the intestines of your base game + dlcs.
- to reach DLC assets, you’ll have to traverse to dlc/dlcNAME folders
- folder names are self-explanatory for the most part, but may require some investigation to reach the specific asset
- you can use Asset Browser’s Search to look by name and extension of the file. See the list of file extensions here.
- its easier to first examine a quest (.W2PHASE), load a level (.W2L), or an entity (.W2ENT), and then locate its parts, rather than try to build something complex from smaller pieces;
- refer to RedKit Wiki for in-depth tutorials on creating and editing game files.
-
double-clicking on almost anything would make your Asset Browser go to the source folder of it - so expore and have fun.
- most character assets (bodies, bodyparts, hair, outfits, etc) are located under (shocking) characters/
it includes human, monster and animal npcs - so anything that is animated is most likely here;
Geralt’s base hair and body are here; Ciri’s hair, body and outfits are mostly here;
- Geralt’s basegame armors and bodypart W2ENTs are under items/bodyparts/geralt_items
- most weapons, tools, ****usable and quest items are located under items/
- most environment models (such as rocks, some trees, parts of buildings, furniture, and misc items) are under environment/
- if your asset belongs to dlc, it will most likely be located under similarly named folders in dlc/dlcNAME/data/…
-
Navigate to your resource.
-
For the sake of this tutorial, let’s go to characters/models/geralt/head/model in Asset Browser.
-
This is a collection of various states of head for Gerry. So his head(s), eyes, lashes, and his face textures are here.

-
Go RMB → Export Asset and save a W2MESH as an FBX.
- For this tutorial, I’ll export Gerry’s he_ file (eyes, lashes, teeth) and one of his heads.
- characters\models\geralt\head\model\he_01_mg__geralt.w2mesh
- characters\models\geralt\head\model\h_00_mg__geralt.w2mesh
-
Go RMB → Export Asset and save an XBM as a TGA or DDS.
- Let’s export Gerry’s textureset for the head, so:
- characters\models\geralt\head\model\h_01_mg__geralt_a01.xbm
- characters\models\geralt\head\model\h_01_mg__geralt_d01.xbm
- characters\models\geralt\head\model\h_01_mg__geralt_n01.xbm
-
You can export it to any folder on your drive, and then fetch files from any place on your computer, as well. I prefer to keep it under some folder in the same RedKit project.
-
!important! DO NOT change original files in Depot, or export any files to Depot!
-
you can export a lot of files to a lot of raw file types. More on that here.
-
what you should get, more or less:
