Like most modern games on Unreal Engine, AEW Fight Forever uses a variety of texture maps beyond base color textures to create the illusion of realism. Long story short, AEW FF uses the PBR/PBS (physically based rendering/shading) system for rendering graphics. For more background information information on PBR/PBS, Adobe's page (https://www.adobe.com/products/substance3d/discover/pbr.html) is a good start.
Basic image textures must be saved as .tga (targa) file types. All pixel dimensions must be powers of 2, eg - 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096. Textures that are 8192 pixels or larger are excessively large and a waste of VRAM for most players at this point in time (2024).
Base game textures are labelled with the following suffixes:
Your most basic color texture. This maps out the colors your material will have. Most color textures, aside from character skins, utilize only the Red-Green-Blue channels. Character skins utilize the alpha channel for another map of which the purpose of is unknown at this time.
Masks out which areas should be transparent on a texture. Darker = more opaque, lighter = more transparent. Usually found in RGBA base color texture file's alpha channel.
Adds bumps, dents, folds, and other details. Each pixel represents the vector direction to which light is 'bounced', in order to create this topographical illusion.
Maps out where shadows appear on your mesh. Stored in the Red channel of RGB ORM or RGBA ORMS image files.
Affects how shiny or rough your material looks. Stored in the Green channel of RGB ORM or RGBA ORMS image files.
Determines how metallic your material looks. Stored in the Blue channel of RGB ORM or RGBA ORMS image files.
Determines how much given areas in your material reflect light. Usually only used for character skins, teeth, and hair. Stored in the Alpha channel of RGBA ORMS image files.
Maps out where pores appear on characters' skins. Stored in the red channel of SMSK files. All other channels of SMSK files must be all black.