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Help with texturing


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Hi, this is my first time making any kind of KSP mod of any sort. It's a custom engine, I have modeled it and I am ready to texture. I have tried texturing with blender's texture paint tool, but was advised against it, and I was painting all the individual meshes with different textures. I tried exporting the UV map and putting it into a seperate file, but I can't tell which parts or which. I'm also not sure how I would go about making shiny parts or rough parts.

 

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If your using Blender in version 2.8 they apparently (haven't use it myself yet) added the ability to select multiple objects and unwrap them all together. Previously (Blender 2.79) there was a TextureAtlas plugin that I found very useful. For figuring out which part is which I sometimes just color each part in a unique color - see where they end up on the model - then go back an recolor (I use Gimp by the way - free download). Another way is to have Blender open in UV mode and select the part you want to color next - the part will be the only one to appear on the UV map. As far as shiny/rough goes - it depends on what shader you use - some have shiny in the alpha channel, some have a specular texture, others don't have the option or have a slider (I think). Roughness and small detail (bolts, seams, etc.) can be achieved with a shader that has a bump-map or normal texture. If you create a material in Unity and set it to use a KSP shader you'll see some areas for the textures - off to the left (I writing this from memory so may be a bit off) there's something like "RGB(A)" or "Specular" - these tell you what the texture will use the various values for.

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