Jump to content

Questions for 3D modelers: Stockalike Texturing?


Recommended Posts

Is there a specific set of rules you guys follow when texturing things? I want to texture a little fuel tank for a test of an upcoming mod, but I can't exactly get that perfect "stockalike" feel. I've seen some really nice crisp texturing recently, and if I could master this I could start a full mod. 

I've found some nice free textures online for reflective surfaces and the like, but I want to be able to reproduce the same texture that Squad has. I have taken some color samples and texture samples from Squad's stuff, but I don't want to use that, I just want to replicate it as best I can. 

Thanks in advance guys & gals. 

-Budding modder

Link to comment
Share on other sites

[MOD - Moved to Modelling and Texturing Discussion subforums, and renamed thread title for clarity]

I've only casually dabbled with stockalike texturing for my own SDHI SMS mod, but here's what worked for me:

  • SQUAD provides the PartTools library for Unity, which includes KSP-specific part shaders to help you get the right amount of lighting and reflective effects on your models
  • As for textures, it's more of a trial-and-error process, but I frequently import the DDS files in Photoshop and take color samples with the eyedropper tool
  • Doing ambient occlusion (AO) texture bakes helps give parts better definition by highlighting edges and shadows
Link to comment
Share on other sites

8 hours ago, sumghai said:

[MOD - Moved to Modelling and Texturing Discussion subforums, and renamed thread title for clarity]

I've only casually dabbled with stockalike texturing for my own SDHI SMS mod, but here's what worked for me:

  • SQUAD provides the PartTools library for Unity, which includes KSP-specific part shaders to help you get the right amount of lighting and reflective effects on your models
  • As for textures, it's more of a trial-and-error process, but I frequently import the DDS files in Photoshop and take color samples with the eyedropper tool
  • Doing ambient occlusion (AO) texture bakes helps give parts better definition by highlighting edges and shadows

Thanks for moving it. I didn't even realize this subforum existed! :sticktongue:

Thanks for the help, I'll check that out! 

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...