Request How to get started with creating clothing mods?

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loser71

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Pretty much what title says. I'm a little unsatisfied with what's available in the game and I thought I would like to try it out myself. Are there any good resources which I can follow? KKS not KK.
 
Anni93

Anni93

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Pretty much what title says. I'm a little unsatisfied with what's available in the game and I thought I would like to try it out myself. Are there any good resources which I can follow? KKS not KK.
I need to emphasize something.
If it's a matter of creating 3D models or porting pre-made assets,
Abandon the idea of using KKS.
Develop for KK.
The reason is simple.
Focusing on dedicated zipmods in KKS will make them incompatible with KK, EC, this is 2/3 of games.
There's nothing worse than 3D models that don't work on all possible IPs from the Koikatsu universe.
Later we have situations like the only 3D model assets for tokyo ghoul for touka (by Dionel), which is dedicated to KKS, and well, they zipmods don't work in koikatsu and emotion creators.
This game should never have been made; it's practically a 1:1 replica of the original. There's almost no innovation. Sunshine only brought problems, with some 3D mods models that are fit for the trash bin.
The innovation was the transition from artifical girl to artificial academy to koikatsu, also from koikatsu to emotion creators, but sunshine?
They will only kill the zipmods.
They will only kill potential new 3D models that no one will later port to koikatsu.
Because playing with blender SB3utility, coding, etc, is not something simple.
 
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zeidhan29

zeidhan29

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If you're going to make clothing mods (without dying in the attempt), do it with the resources for the base Koikatsu game (not Sunshine). I'm not just saying this for compatibility with classic versions, but also because it causes fewer problems with Sunshine itself.

The programs used to create the mods are:
- SB3Utility
- Unity 5.6.2f1 (By far my favorite)

To prepare the 3D models (or assets), use Blender, which even has some exclusive Koikatsu add-ons. Try not to use too many vertices, spend a good amount of time coloring the weights for each bone, and preferably use flat, lower-resolution textures to add depth with linemasks, detailmasks, and normal maps.

And that's it. If you know how to use the modeling tools, armature tools, Blender modifiers, and how to organize UV maps, you're all set.

I'm not mentally prepared for such a task.

Here's a guide on how to make clothing mods for Koikatsu:

Again, do it for Koikatsu Classic to avoid technical problems later.
 
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