---Mini Beast / Concerto---

Model made by PiDoesStuff
Free for personal use. Please give proper credit.
If you use this model in renders or animations, share whatever you make with me, I always love to see it.
I can be found at @pidoesstuff.bsky.social

This model is split into 5 meshes:

"minibeast_accessories" and "minibeast_body": The kart's body, separated into two texture sets
"minibeast_body_alpha": The kart's windshield, which needs to be apart for transparency (alpha) to work properly
"minibeast_belt": The engine's drive belt, which can be animated by offsetting the UV map's Y coordinate over time
"minibeast_tires"

The model comes with 10 different color schemes, matching each character's original palette from Mario Kart Wii, 
including Miis. You will need to change both "minibeast_accessories" and "minibeast_body"'s albedo textures to 
get the proper look of the vehicle.


-TROUBLESHOOTING-

In case the .dae file is borked upon import (which is likely), I recommend using the .glb instead.
The textures are as such:

"_alb" = Albedo/Base Color/Diffuse
"_ao" = Ambient Occlusion*
"_mtl" = Metalness*
"_rgh" = Roughness* (If you need glossiness instead, invert this texture)
"_nrm" = Normal Map*
"_spc" = Specular* (This texture needs to be plugged into the "IOR Level" socket of a Principled BSDF shader node, under the "Specular" tab)
"_emm" = Emission

*: Textures with a * are data textures and their color space should be set to "Non-Color"

To use an AO texture in Blender, you need to use a "Mix Color" node, set its mode to "Multiply" and plug the
ALB and AO textures into it, then connect the output to the base color socket of the shader.

When importing models into Blender, the shading might look off. If it does, go into the shader editor,
delete the Principled BSDF shader that Blender created upon import then add a new one manually and
connect the textures to the proper sockets.