--- title: Creating a ship model summary: The Blender to X4 route: geometry, materials, LODs, collisions and connection points. section: ships kind: guide status: reference updated: 2026-10-27 tags: ["X4","modding","ship","models"] sources: ["https://www.egosoft.com/download/x4/bonus_en.php","https://wiki.egosoft.com/X4%20Foundations%20Wiki/Modding%20Support/Assets%20Modding/Community%20Guides/Making%20custom%20ships/"] --- ## Prepare the tools Use Egosoft Blender Mod Tools from official downloads. Tool releases distinguish X4 9.00+ from older versions; check the chosen package README for Blender requirements. Start from an official example of a similar class and first export it unchanged in a private workspace. ## Geometry and appearance Prepare scale, orientation, UVs and required vertex data. Materials must reference game-accessible resources. Prefix custom material and collection names. Check different lighting and distant detail levels: a good close-up does not establish correct LODs or wrecks. ## Physics and connections Before porting an older project, check [9.00 collision changes](wiki:x4-version-migration). A visible model from an older release is insufficient. Visual and physical hull data must agree. Current workflows account separately for Jolt physics hulls; visible geometry does not prove collisions work. Position and verify engine, weapon, shield, cockpit and docking connections, with groups matching the ship design. ## Export and in-game verification After export and resource conversion, register component and macro, then follow [adding a ship](wiki:adding-ship). Independently test loading, appearance, scale, equipment points, flight, collisions, docking and persistence. XML validity does not prove a working model. Exact exporter settings belong to the installed tool documentation and primary guides listed below.