I've finally made units. And they work in-game!
Everything is working fine until now and I began to make some new units. I will let you know our mod progress ( with pictures )

I'm always glad when people persevere log enough to get 3D art stuff working.
I noticed on import of game units into Blender, they aren't as smooth as they are in-game. I first thought it was my mind playing tricks or just some information lost when creating to NB2 but when exporting, the unit is the same. Not smooth. Modified or not. Any idea what could be the cause?
I second flying toaster about the .nb2 export/import in Blender. I noticed too once in Blender, the civ5 unit mesh is much sharper and angular than the original. Should I check something particular in Nexus Buddy before exporting the .nb2 ? Once again, thanks a lot!
Ok, I will try and give as comprehensive an answer as I can. First, you probably know this but it is best to view your model in Blender using Smooth shading rather than Flat shading as this will give an indication of how the model will be shaded when converted into .gr2 Granny format.
By default when loading in a model Flat Shading is often selected. This model is the Civ V Nuclear Sub imported via .nb2.
You can enable Smooth shading here - this doesn't actually affect the underlying data - just how the model appears in Blender:
Model with Smooth shading enabled:
Here you can see that there are still some sharp lines on the nose that aren't present in the original model. These are because the .nb2 script does not import the Normal data for each vertex.
I discovered this a while ago and it is one of the things that has been fixed with the .cn6 format and .cn6 Blender scripts.
Even when working on Civ V models you can now use the .cn6 format instead of .nb2 - see "Export to CN6" button under Additional Actions in Nexus Buddy 2. Going via .cn6 you can see that the shading on the nose of the sub doesn't have the sharp edges anymore:
The .cn6 process also stores the original Normal, Binormal and Tangent for every vertex in a special Vertex Group called VERTEX_KEYS so that the original values can be retrieved on export from Blender.
The problem is that up to now the BR2 process for Civ V didn't read the original values back out again. I have now updated the BR2 Export Blender script to do this. This means that model's appearance will be the same when it has been through the .gr2 -> .cn6 -> Blender -> .br2 -> .gr2 round trip. To do this you'll need to use the io_export_br2.py Addons from the latest
15.2 Blender scripts.
Some more background I wrote when I created the .cn6 format and process:
"It turns at that until now that Blender has always been recalculating it's own Normals for each vertex rather than using the custom ones from the .nb2 file. This explains why some meshes didn't look as smooth when imported to Blender as the original .fgx does in FGX viewer. Since Blender now supports
custom normal import I can now import vertex normals properly. Also the original normals, binormals and tangents are preserved for export as far as possible using a dummy vertex group called VERTEX_KEYS. If you want to force Blender to recalculate vertex normals, binormals and tangents then you can just delete the VERTEX_KEYS Vertex Group for the mesh."
Hopefully this will help. If you are still getting blocky models after trying this process then perhaps there is something else that can be done to resolve. The best thing is to post your .blend file and then I can see if I can help you get a non-blocky version.