Skip to content
This repository has been archived by the owner on Dec 31, 2024. It is now read-only.

Importing a Mario Kart 8 WiiU and Deluxe Custom Kart

KillzXGaming edited this page Jun 2, 2019 · 17 revisions

Requirements:

  • Switch Toolbox
  • A 3D modeling program.

The first thing you want to do is find an existing kart model you want your custom kart to be over. This will determine wheel position and driver position so i suggest choosing one that fits the size you are going for.

To start you want to open a .szs with Switch Toolbox. I'm going to open the BodyK_Wld.szs which is the "Badwagon" kart. A kart list can be foundhere.

Under the Models folder, you will want to select your main kart model, right click and export.

Export it as a .dae.

For settings you can export textures but it is not necessary.

Import into your 3D program. I will be using blender but 3ds max, maya, and others should work fine.

Now import your custom kart model. I decided to do this cloud kart. I also changed the kart it will be over to the "Streetle" as it fits better.

Once your kart is aligned with the original kart (keeping the wheel positions in mind). You are ready to add the finishing touches.

Adding Bake Maps (Optional)

You can optionally bake some ambient shading from like i did.

Tutorial for bake map

Adding Emblem

Go here and add our third UV map. This is where the emblem is displayed.

Then you can optionally add an emblem texture in the UV editor for a reference.

Now press tab to go into edit mode. Then press U - Project From View. In the UV editor press S to scale, and make it small and in the corner.

Now select the polygons you want your emblem to be on while in edit mode.

Press U and unwrap. Move with G, rotate with R, and scale with S so it is in the right place. If it repeats in the edges that is fine, that will not show in game!

Importing in game

Now save your progress. I suggest saving as a .blend (blender) or .max (max) or whatever to keep the whole scene saved incase you need to go back. Export your model as either .DAE or .FBX.