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Getting started

1. Open it

Go to inspect.drivestate.gg. There is nothing to install and no account to make — it opens on a bundled preset car so there's something on screen straight away.

Look around with the mouse: drag to orbit, scroll to zoom, right-drag to pan. Space resets the view, and 1 / 3 / 7 snap to front, side, and top the way they do in Blender — the full list is short and worth two minutes.

2. Load your model

Drag a .glb, .obj, or .fbx straight onto the viewport — or open Settings (the ⚙ in the bottom-center toolbar, or Esc) and use the Meshes tab, which also keeps every model you've imported so you can switch between them.

OBJ and FBX are converted to GLB as they come in. Material slots, their names, and their UVs all survive the trip, so M_Body stays M_Body and stays separately texturable — see Importing for exactly what is and isn't carried across.

Size caps

Meshes are capped at 50 MB and textures at 20 MB. Above 20 MB an OBJ or FBX takes long enough to convert that you get a heads-up first.

Your model is stored locally, so it's still there when you come back.

3. Inspect it

The inspector rail switches what the viewport is showing:

  • Final Render — everything on, including post-processing.
  • Raw Render — the same lighting without the post stack.
  • Material channels — Base Color, Metalness, Roughness, Normal Map and the rest, each isolated on its own.
  • Geometry — Matcap, Wireframe, and a UV Checker for spotting stretched or overlapping UVs.

Six of the more specialist channels are hidden by default to keep the rail short; turn them back on in Viewport settings. Full list.

4. Swap in your own textures

Press W for split view — model on one side, UV canvas on the other. Pick a material and a channel above the canvas, and drop an image in. Or drop a whole folder of maps at once — they sort themselves onto the right materials by filename, so T_Body_BC.png lands on M_Body's base color without you pointing at anything.

Hovering the UV canvas marks the matching point on the model, which is the quickest way to work out what an unfamiliar island actually covers.

Every channel except base color has a strength slider, and normal maps have a Flip Y toggle for moving between the OpenGL and DirectX conventions.

5. Take a shot

Open the camera tool from the toolbar. Set a resolution or pick an aspect — 16:9, 1:1, 9:16 and others are one click — frame the model against the guides, and capture.

Shots come out as PNG at up to 1920×1080, with a transparent background by default so the model drops straight into a layout. You can save the camera pose as a preset and come back to the exact same shot later.

Camera tool covers framing, guides, and presets properly.

Next steps

  • Importing — formats, caps, and the texture naming convention
  • Render modes — every inspector mode and what it's for
  • Settings — the mesh library, texture slots, lighting, and post