Modeling the mesh in Blender

From KSP 2 Modding Wiki
Revision as of 02:10, 15 January 2024 by Munix (talk | contribs)

This page is not going to teach you how to use Blender. There are plenty of resources on the internet to help you in this area.

This page will describe the rules you have to follow in order to mod for KSP2.

  1. Model the mesh.
  2. Position the mesh as if it's sitting on the ground. This will help you set up the attach nodes later.
  3. When the mesh is finished, apply all transformations.
  4. Create a new material named myMod_myPart and assign it to the part.
  5. The following steps might help you generate seams in order to set up the UV map. You can do differently. The important thing is to have a only one UV map for the entire mesh. The less empty space in the map, the better.
    1. Press Tab to enter Edit Mode.
    2. Click Select > Select Sharp Edges (the angle should be 30°).
    3. Press Ctrl + E > Mark Seams.
    4. Manually remove excess seams, trying to have only one seam for each series of continuous faces: Ctrl + E > Clear Seams.
  6. Press A to select the entire mesh.
  7. Click UV (on the right menu) > Smart UV project, with a margin of 0.003.
  8. Click UV (on the left menu) > Pack islands, with a margin of 0.003.
  9. Export the model in FBX format.
Useful links
Blender tutorial fuel tank KSP1 : https://www.youtube.com/watch?v=VJy5cXd04uk
Blender tutorial for modeling a pod for KSP1 (series): https://www.youtube.com/watch?v=rUXDb8mcW-A
Setting up seams and UV unwrap: https://www.youtube.com/watch?v=Fr2SX1rZZM0