> For the complete documentation index, see [llms.txt](https://solaartw.gitbook.io/developer/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://solaartw.gitbook.io/developer/documentation/generalized-guidees/mesh-editing.md).

# Mesh editing

### Summary <a href="#summary" id="summary"></a>

**Created by @manavortex Published November 05 2022**This page is about changing any given mesh. If you want to replace one with another, check [this guide](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/changing-items/replace-a-player-item-with-an-npc-item).Versions: WolvenKit: [8.7.1-nightly.2022-11-06](https://github.com/WolvenKit/WolvenKit/compare/8.7.1-nightly.2022-11-05...8.7.1-nightly.2022-11-06) (anything > 8.7.0 will do) Blender: 3.3 stable Noesis: 4.459

### Exporting the mesh into Blender <a href="#exporting-the-mesh-into-blender" id="exporting-the-mesh-into-blender"></a>

#### WolvenKit (\*.gdb) <a href="#wolvenkit-.gdb" id="wolvenkit-.gdb"></a>

Use the Import/Export tool to export your mesh. Assuming the following path:`<yourModDir>\archive\source\base\characters\garment\player_equipment\torso\t2_002_vest__puffy\t2_002_pwa_vest__puffy.mesh`

<figure><img src="https://820263885-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2FBSXJ88TTLbqy1nJDd5R3%2Fimage.png?alt=media&#x26;token=0bd08369-e5c1-47eb-a0a6-3fc2503a4ffb" alt=""><figcaption></figcaption></figure>

This will create `<yourModDir>\archive\raw\base\characters\garment\player_equipment\torso\t2_002_vest__puffy\t2_002_pwa_vest__puffy.gdb`To export a mesh with materials for import with the Cyberpunk Blender Plugin, double-click on it and then select "WithMaterials" as "MeshExportType":

<figure><img src="https://820263885-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2FaEMTdGUKi4JmN8EVxnIv%2Fimage.png?alt=media&#x26;token=12a6dd38-f94e-45c7-bd68-c5942eb97ea5" alt=""><figcaption></figcaption></figure>

#### Noesis (\*.fbx) <a href="#noesis-.fbx" id="noesis-.fbx"></a>

**TBD**

### Blender: Saving the mesh <a href="#blender-saving-the-mesh" id="blender-saving-the-mesh"></a>

#### for WolvenKit (\*.gdb) <a href="#for-wolvenkit-.gdb" id="for-wolvenkit-.gdb"></a>

<figure><img src="https://i.imgur.com/eauWYiF.png" alt=""><figcaption></figcaption></figure>

Export settings: "Tangents" must be checkedI recommend disabling materials, especially if you've wildly messed around with the shaders while you've been editing.

#### Noesis (\*.fbx) <a href="#noesis-.fbx-1" id="noesis-.fbx-1"></a>

Simply export as fbx, Blender's standard settings are alright for Noesis.

### Importing to \*.mesh <a href="#importing-to-.mesh" id="importing-to-.mesh"></a>

#### WolvenKit (\*.gdb) <a href="#wolvenkit-.gdb-1" id="wolvenkit-.gdb-1"></a>

You should have overwritten your previous gdb export. With WKit's Import/Export tool, you can now use the **import** tab and get it back in.WolvenKit will map any \*.gdb file under `raw` to the mesh with the same name under `source`.Example:`<yourModDir>\archive\raw\base\characters\garment\player_equipment\torso\t2_002_vest__puffy\t2_002_pwa_vest__puffy.gdb`will be imported over`<yourModDir>\archive\source\base\characters\garment\player_equipment\torso\t2_002_vest__puffy\t2_002_pwa_vest__puffy.mesh`WolvenKit refuses to import if the target mesh doesn't support all bones in the gdb.

#### Noesis (\*.fbx) <a href="#noesis-.fbx-2" id="noesis-.fbx-2"></a>

**TBD**​
