#How do I UV map correctly in blender.

1 messages · Page 1 of 1 (latest)

keen torrent
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Hey guys, I’m trying to add a part similar to the MK2 Lander Can rover variant and I’ve just finished the modelling process.

However, I have a lot of doubts as to how UV wrap it so that it’ll be compatible with the game. For example, how does window lighting work for parts and how should I do it so that the windows light up properly.

Also, how can I manage to map it so that it’ll be compatible with the color manager tool? And where can I get textures similar to those used in-game?

mellow latch
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Is this ksp1 or ksp2?

mellow latch
# keen torrent Hey guys, I’m trying to add a part similar to the MK2 Lander Can rover variant a...

There is a general description of how the part textures work here:
https://forum.kerbalspaceprogram.com/topic/215765-ksp2-part-texturing-discussion-resources/
For ksp2, I wrote an HDRP shadergraph you could probably use to set up your materials. It won't look quite the same in HDRP, but it'll at least help check if the textures are packed correctly.
The window lighting is just an emissive map on the window object that gets turned on/off by the game using a material property.

lunar blade
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I mean, if you just want to see a preview of the textured part, the KSP2 Unity Tools part shader does that

mellow latch
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That'll get it close enough to check the UVs, yeah.

keen torrent
keen torrent
lunar blade
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you should be able to find most of the other important info on the wiki

keen torrent
lunar blade
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did you find the paint map texture info you were looking for?

keen torrent
keen torrent
lunar blade
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yeah, that sounds about right

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you model and unwrap the part, since the UV map is saved to the mesh file

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then you can put that into Unity, and separately also start texturing