- In Blender, I quickly made Geralt into a moustachy bad boi. Using it as an example, let’s import the texture to RedKit.

- Save a copy of your texture to any applicable format of your choice (Formats List)
- I’m most comfortable using TGA (use RGBA, 32 bits, uncompressed)
- Since I’m planning to replace original texture, I’m keeping the same name: h_01_mg__geralt_d01

- In your Asset Browser, locate a directory to import your texture to. Since I want to replace Geralt’s original texture, my destination is characters\models\geralt\head\model\
- RMB in your Asset Browser → Import → 2D texture
- In Import/Create resource popup, select a Texture Group that best suits your purpose.
This determines what compression algorithm is applied to your texture. See Texture Group List for more info.
- WorldDiffuse would do for me. Hit OK.

- If prompted to Check Out, agree to it.

- If prompted to overwrite, agree to it.


- Previewing textures on tiny balls may be a bit uneasy. So to see it better, I’ll locate an entity or mesh using the texture, and preview that instead:

Marvelous. We’re done here!
Other useful resources: