In RedKit, create/open a RedKit project.
in Asset Browser, locate your destination folder, ie where in game files your imported asset would be located;
RMB in Asset Browser → Import → Mesh
select your mesh in Explorer
in Import/Create resource popup, do not alter any settings and choose OK:
if Check Out question pops up, agree to it
if an Overwrite question pops up, agree to it
next, RedKit prompts to select base Material and assign texture set; since its not a custom mesh, we want to keep using whatever is in our XML; choose Skip:
If it threw you no errors, congrats, you successfully imported a mesh!
Lastly, check your imported W2MESH:
double click on your freshly imported mesh to preview it; note how any “Checked Out” assets are marked by a green checkmark.
irises are fucked up but this is a story for another tutorial; until you don’t plan to mod eye meshes soon, ignore it;
instead, check it so the whole mesh is being assigned with textures, their amount and names are matching to what you see in Blender
as you can see, all 5 of my custom-named materials have imported (including “whatever” material); if same happened to your mesh - congratulations, you did it!
their order or extra Materials in a list don’t matter; you can ignore it for now;
to quickly clean up extra Materials though, click on “Remove Unused Materials”
you can also check “Highlight selected” to better see what Material corresponds to what mesh part
Material Settings