Props Making for Gonks

How to port props using the Props Creation Kit for World Builder

Summary

Created & Published: Jully 2025 by PinkyJulien (Original Link)

In this tutorial, I’ll show you my own prop-making workflow, using my own updated Props Creation Kit

This tutorial will be focused on making props for World Builder!

I recommend you follow the wiki modding tutorial if you’re planning on making props for AMM, as I won’t be covering the necessary files here. AMM: Custom Props

I’ll also assume you know your ways around Blender, WolvenKit and know how to pack a mod - if not, once again, check out the modding wiki

Requirements

Please be mindful of what you’re porting, especially if your goal is to publish your pack on NexusMods!


🟦 Preparing your Mod

First, we’ll prepare our prop pack mod environment!

My Props Creation Kit has been created for new modders in mind, and has been recently updated (11.07.25) for the sake of this tutorial, to give you everything you need for a proper World Builder “WB” prop pack

Download my Kit and un-zip its content into a new wKit project

Before doing anything, we’ll have to rename some folders and files

Right click on the “archive” folder and [Open in Windows Explorer] Rename both the “your_modder_name” and “your_proppack_name” folders with your desired names

Do the same for the “moddername_proppackname” .txt file in your resources folder This file is necessary for WB to detect our new props - we’ll fill it later!

We can also delete the two instructions .txt files present in the main folder and texture folder - since you’re reading this tutorial, you won’t need them.

🟦 Choosing the right model to port

Before porting anything to the game, it’s important to check the model’s topology; it might be tempting to port realistic 3D scans, but these models are a mess to work with due to their high amount of polygons (often having in big texture maps, both resulting in really heavy mods 👎)

On SketchFab, you can easily inspect a 3D model before downloading it

For example, here’s a scan of a Destroyed Car, by Renafox

We can see it has 2.5m triangles, and 1.3 vertices - but this might not mean much to you; for a better idea, turn on the Model Inspector (stacked plane button on the bottom right) and turn on the Wireframe - I choose Green so it’s easier to see

That’s a big ol’ YIKES from me!

Scans can work for smaller props (like my Nature Pack - Flowers vol. 1 pack) but unless you plan on remeshing, I recommend avoiding them

Here’s another model from Renafox, this time easy to port; Old Rusty Car

With that in mind, we can choose and download the model we want to port!

I choose a Floppy Disk for my Retro Tech pack

Majority of models come with their own textures, sometimes with normal maps and roughness/metallic maps too - if not, you can always create your own, or use the Multilayer system (we’ll get to it later)

🟦 Preparing our Files

Now that we have our models, we’ll need the proper container to import them into the game

My Props Creation Kit includes three different meshes;

  • sourcemesh_diffusemap_complete.mesh

  • sourcemesh_diffusemap_simple.mesh

  • sourcemesh_multilayer.mesh

diffusemap” indicate this mesh uses the [metal_remt] material It allows us to path different PBR textures; diffuse, normals and roughness/metalness maps

use the “_complete” mesh if your model comes with its own diffuse/albedo map, normal map and roughness/metalness map

if it only has a diffuse/albedo and a normal map, use the “_simple

If your model doesn’t have any textures, you can use either the “_complete” or “_simple” if you plan on painting your own, or you can also use the “multilayer” mesh and handle your prop like a vanilla game garment!

Since the floppy disk comes with its own textures maps, I’ll delete the files I don’t need in my wolvenKit project. I’ll keep the “diffusemap_complete” mesh

I have no use for the emissive “e01” map since nothing on my floppy disk will glow, so I delete it too, only keeping the three maps I need; the diffuse map “d01”, the normal map “n01” and the roughness/metalness map “rm01

Now that I know what I’m porting, I can also rename my files

Now that everything is renamed, we’ll need to editing the pathing of the textures in our .mesh

For the sake of this tutorial, I’ll be working in Easy Mode You can change the mode by clicking on the “Editor Mode” button

Most props you’ll port will probably only have one appearance - I’ve added two appearances to my Kit’s meshes so you don’t feel limited to only one; it’s really easy to add multiple variants and to use them with World Builder!

For this tutorial, I’ll handle only one appearance

Right click on “appearance_02” in the [appearances] list and delete the entry by clicking on “Delete Item”. Do the same for “dm_02” in the [localMaterialBuffer] list and [materialEntries] list

Now, expand the “dm_01” material in the [localMaterialBuffer] list Here, you’ll see a bunch of values and paths:

  • BaseColor is the path to your diffuse d01.xbm texture

  • Metalness is the path to your m01.xbm or rm01.xbm texture

  • Roughness is the path to your r01.xbm or rm01.xbm texture

  • Normal is the path to your n01.xbm texture

  • Emissive is the path to your e01.xbm texture

For a guide on what each maps do, I recommend checking the wiki Textures: What kinds of textures exist, and what do they do?

Since I deleted the emissive map, I can safely delete the last three values; “Emissive”, “EmissiveColor” and “EmissiveEV” - to do that, select all three values, right click and choose “Delete Items”

Now I’ll path the correct textures into each respective entries

Right click on your diffuse d01.xbm and choose “Copy relative path”

And paste it into the “BaseColor” value

Do the same for the rest of your texture maps

Once that’s done, save your Mesh by pressing CTRL+S or clicking the “Save” button

We can now export our files so we can replace them with the one we downloaded and want to port 👌

Go into the “Tools” tab and choose “Export Tool” Here, select your .mesh and all of your texture maps

And press “Export Selected”

Our exported files will be available in the raw folder We can safely delete the “.Material.json” - we don’t need it 👋

🟦 Preparing our Model

We can now switch to blender and work on our model

Chances are, if your model comes with texture maps, you won’t have to unwrap its UVs - if you’re unlucky tho, I recommend once again to check the wiki (your model will need UV regardless of if you choose to go with texture maps or multilayered materials)

The first thing I recommend doing after importing your 3D model is to fix its pivot point! This is REALLY important to make your prop easy to use and pose in game

Select your mesh, go into the “Object” tab, “Set Origin”, “Geometry to Origin” and then “Origin to 3D Cursor”

I also recommend importing either a MA or WA CP77 body for a scale comparison - you wouldn’t want to spawn a gigantic floppy disk the size of the Crystal Palace, or a microscopic Eiffel Tower

Keep in mind that we can also resize meshes with World Builder and AMM

That seems fine to me so I won’t edit the scale

If your model has a lot of polygons or has multiple objects into one, you might want to split them into different submeshes (You’ll also need to split it into multiple submeshes if you want to include special materials like glass or moving screens in your prop!)

Once your model is fully edited to your liking, we can import our source mesh that we exported to .glb earlier; we can find it in our Raw folder

Select the cube, enter Edit Mode (press TAB) select all of it (press A) then press X and delete all of its faces

Now that we’ve emptied our submesh, we can merge our prop into it!

Go back into Object Mode (press TAB) select your prop model, then CTRL+Select your emptied submesh 00 (your prop should be dark blue, selected, and the submesh_00 should be light blue, active)

Press CTRL+J to merge your prop into submesh_00

Your prop is now ready to export!

Select your submesh(es) then go to Export > Cyberpunk GLB Make sure to check “Export as Static Prop” and overwrite your prop.glb

We now have to replace our texture maps

Open the Raw textures folder that contains the .png and make sure to replace each maps with the corresponding one:

  • d01 is the diffuse, the albedo; it's the map that looks like the correct colors and aspect of the object

  • n01 is the normal map; its the purple or green map with bumps and highlights

  • rm01 is the roughness and metalness maps; you can actually split them into two distinctive maps, r01 for roughness and m01 for metalness if needed (simply duplicate and rename both the .png and .xbm)

I’ll split my rm01 into two because I prefer it that way

Once everything is replaced, go back to wKit and open the Import Tool

If everything goes well, you should see your prop show up in the File Information preview window when clicking on your .mesh ✨

To make sure your textures are correctly imported and correctly pathed into your mesh, you can also open your Mesh, go into the “Mesh Preview” tab and click on “Generate Materials”

We need one last step to make sure we’ll be able to spawn it easily with World Builder

Open the .txt file from your Resource folder

And paste the path to your prop .mesh (You can easily copy it by right clicking on your .mesh and select “Copy relative path”)

You’ll need to add all of your pack’s meshes path here! Don’t forget to save :)

🟦 Test and categorize your prop

Open up WorldBuilder and type in your mesh’ name

If your path is correctly set in the .txt file, it should show up! (Make sure to select Mesh in both Object Type and Object Variant)

Click on it to spawn it!

You can always come back to the model and the textures to tweak things if it doesn’t look 100% how you’d want it :)

One last step I recommend doing before sharing your pack to the world; Make a new category and add tags for your new props!

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