Your image as custom mesh
Guide to creating neon signs from 2d textures
Summary
Created by @manavortex Published August 2023
This guide uses the following tools and versions:
Inkscape 1.3
Converting your picture into an svg which you can then import into Blender to create a mesh
Blender 3.6
Converting your SVG to a 3d object that you can import into Cyberpunk. You also need the WKit Plugin.
Wolvenkit (recent)
converting your mesh to an in-game-item
Step 0: Make or find an image
Start with an image. We're aiming for our own neon sign here, and we'll aassign the colours later in Wolvenkit, so make sure that it is something with clean lines and good contrasts. I'll use this:

Step 1: Convert to SVG
I started by following this guide, but I'll write you a TL;DR
Open Inkscape and create a new document
Select File -> Import and import your .png from step 0
Make sure that your image is selected (click on it if you're not sure, it will have that resizing handle)
From the menu, select Path -> Trace Bitmap (it doesn't have to be a bitmap)
Pick your options in the right-hand panel. I won't cover them in detail here, check the linked guide or noodle around until the result looks OK.
Press the Apply button at the bottom
Your new traced path will be auto-selected for you.
Select File -> Save As and save it as an *.svg file.
Time to switch to Blender to turn it into a mesh!
Step 2: Making a mesh
For this, I've originally followed this guide, but here's a TL;DR for you again:
In Blender, select File -> Import -> Scalable Vector Graphic (SVG)
Import your SVG. It will show up as solid black:

With an active selection, find the curve properties panel in the bottom right (the green icon).
In the "Geometry" section and find "Extrude".
Set it to something like 0.001 — play around with it until your mesh is appropriately extruded.
Do not bevel it! We want the corners nice and sharp, we can always make it round l,ater.
Once you're satisfied, transform the curve into a mesh: Object -> Convert -> Mesh
We're now leaving the previous guide.
Step 3: Fixing up the mesh for Cyberpunk
Scale, rotate, and move your curve to the centre of the viewport
Fix rotation: Press
R
->X
->90
Fix scale: Press
S
and move the mouseFix position:
Press
G
->Z
to move the mesh up and downPress
G
->X
to move the mesh left and rightYou don't need to move it on the y axis
Apply transformations: Press
Ctrl+A
->T

Cleaning up the geometry
Let's reduce poly count and clean up our mesh. For a detailed guide, see here, I'm going to give you a TL;DR again:
Remesh modifier
Switch to the "Modifiers" tab in the sidebar panel on the right (the wrench, below the one highlighted in the screenshot above)
From the dropdown, select Generate -> Remesh
Your mesh will be a black box now. Don't panic, we'll fix this by setting the modifier proprerties:
Mode
sharp
Remesh type: preserving sharp edges
Octree Depth
8
Level of detail
Scale
0.1
Size of quads in the remeshed object
Sharpness
1
Preserve sharp edges
Switch back to Object Mode (press Tab) and apply the modifier. The result should be something like this:

Now, triangulate: switch to edit mode, select everything, and press Ctrl+T. It's necessary for the Cyberpunk reimport.
Creating an UV map
Switch to the Object Data Properties in the right sidebar, fold out "UV Maps" and click the + button. This is necessary for material projection, and Wolvenkit won't let you import if you didn't do it.
Naming
Rename your original mesh to submesh_00_LOD_1
— we need that for the import in Wolvenkit.
Optional: More submeshes for more colours
You can assign one material per submesh. To split off a part of the mesh,
Change back to Edit Mode
Turn on X-Ray (Alt+Z) and select the shape that you want to split off
Press
P
->S
(Split -> Selection)Rinse and repeat until you have all the submeshes split off

Creating a Wolvenkit project
Time to pull up Wolvenkit.
Assuming you have Wolvenkit installed, you can now create a new project. Let's find ourselves an in-game neon sign to replace by searching in the Asset Browser for neon > .mesh
and scrolling through the entries until we find one that we like.
I'll be replacing base\environment\decoration\advertising\signage\sex_shop_neon_sign\sex_shop_neon_sign_b.mesh
, the heart-shaped ad banner.
Decide on a mesh and add it to your project.
In the project explorer, right-click on the exported file (
sex_shop_neon_sign_b.glb
) and open it in the Windows Explorer. We will now overwrite this file in Blender.
Exporting
In Blender,
select all the meshes that you want included (in Object Mode)
use the Cyberpunk Blender Plugin to overwrite the file from the previous step.

In Wolvenkit, use the Import Tool to import sex_shop_neon_sign_b.glb
. The preview in the File Information
panel should update.
Assigning Materials
Open sex_shop_neon_sign_b.mesh
in Wolvenkit and open the appearance on
(as this is the one they're using on Jig Jig Street).
ChunkMaterials
At the very top of the mesh, we'll need to change the chunk masks as follows:

MaterialEntries
Now, we register the materials:
Find the array
materialEntries
Add four new entries (or duplicate one four times, or…)
Name them according to the entries in the ChunkMaterials step
Make sure that their indices match the array positions
LocalMaterials
… and finally, we actually add the materials.
Find and expand the array
localMaterialBuffer
and its childmaterials
Copy the second entry,
sex_shop_neon_sign_emissive_red_on
via right-click menupaste it into
materials
Duplicate it three more times
In the new material entries, find the property
ColorOneStart
and change it in the side panel.Repeat for each material, then save the mesh.

Let's pack the project!
In Wolvenkit's top bar, select Install
and then boot up Cyberpunk. Let's hit up Jig Jig Street to look at our sign…

Please remember that before sharing your custom neon, you have to change the paths, or you'll conflict with the next modder! You can find a full guide on the fastest way to do that here.
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