se1:Using UV maps (texturing models)
From SeriousEngine.com
Adding textures / Shaders to your model is quite easy with SKA Studio. Due to multiple texture support you can have many different textures on one model, with varying attributes (reflective, specular effects, detail etc.)
First off, you must add your mesh and texture. You can add meshes by right clicking the Dark Green Blob that shares the same name as your model file and selecting the AM that corresponds. You can add textures (or create from a TGA file) by clicking the checkered square found in the toolbar.
Once you have added your texture, move over to the Tree found usually to the left of your screen. If it is not visible, click View (found in the toolbar) and click Show Tree. Expand the Mesh List (Dark Green blob) and expand the subsequent Mesh Surfaces List (Light Green Blob) You should now have a list of all surfaces found in your model. To modify the attributes of one, simply check the Checkbox beside it's name.
There should now be a drop down list box near the bottom of your screen with the Label Shader. This is the style that your surface will be rendered in. For now we will go to Base. You will get a small set of options below for setting your texture. For the Base Texture option you will select the texture you want your surface to have. For Base UV map you will select the UV map (if you have multiple ones) that you have mapped this surface onto. You can also make this surface full-bright (always 100% lit) or double sided. You should now have a fully textured model in your view window. Congrats!
Coming soon - using specular,bump,and reflection.
