The models I have all been using so far are ripped directly from the games themselves.
The probelm with the 2077 scene is the room is thousands of assets so splitting it up is not super easy, I want to put all the items of the same type together so I'm not calling the same texture over and over but I'll need to find a good way to do that.
Edit: Turns out there is a function to select all instances of the same type, so I'll see how well that works in Wild Life sometime soon.
They are all joined that's the only way I got it to all load fully since Wild Life wont load instances, I also decimated it down to 25% of the poly count.
Unfortunately there is 2,604 textures and they are in a format I cant work with because as mentioned originally they are all masks a for multilayered supershader and just black images. They get combined down to 202 total materials once they are all assembled in blender, the problem is I don't know how I can export the combined materials as color, normal, metallic, roughness and Emission. I tried using Principled Baker but it I'm not sure it actually works how I need, the exported textures are named on the model and not the texture, and it takes forever (after 4 hours the attempt I made on the cominbed model make no progress, the uncombined was about 1 material every 20 minutes).
For my inability to close browser tabs, it helps for work too.
Yea combining everything together, as great as being able to customize things in game is the 2077 environments use an astronomically large number of separate models (exceeding 15,000 for the bar) while a lot of these are clones, reassembling them all in Wild Life would take months and the game probably wouldn't be able to run by the end of it.
I might try to make an asset pack later but for the moment my focus is getting the main version working, and most of that is making textures that I would need for an asset pack anyways.