Before we start texturing, it’s not a bad idea to set up the material and KSP shader you’ll be using for this. Ideally, you’ll want one material for the entire part, working off one UV map and one set of textures.

Taniwha’s plugin adds shader options that are lifted from the game, letting us configure the settings and with a (if somewhat inaccurate and crude) preview in Blender’s rendering mode.

Creating a KSP Shader

Create a new material that is applied to all the meshes of the part. Underneath the typical material settings, you will find a new section called “Mu Shader”, where the in-game shader settings are configured. Below is an example of a material setup for the Swallow:

Untitled

Relevant settings are:

Untitled