Tutorial: Customize the texture of mods easily
![Image](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgM6CWnsDgpcIQG7VtfdW0m8Upgqz97OidBDrysWrB9ubCyZSavPpM6c_hO4TFk0hKTejnjNQJAUz9-MPCl9Kf3DHb48TMKd018sYH40ttfYd-DlJeVgwh6-aNlx5LmHVpL4R-jskePdJHK2fwS7HofYDrjnVYKPG_tosY4qlEmn2OFn0Z0dsNsc8D4zzGV/w640-h360/20240221_105545_img-6.jpg)
Hello friends: In this tutorial, I will attempt to teach you how to customize many of the mods available for Transport Fever 2 by changing textures to your liking . The reason behind this is that when I create a mod for a building and then make 5 or 6 variants, it always feels like there are hundreds of possibilities left unexplored. Moreover, the only limit is your own creativity. That’s why I hope this tutorial will empower you to personalize buildings. I guarantee that you’ll enjoy doing it and seeing the results. Before we begin, it’s important to know that mods can be textured in various ways: Baked Textures : This method involves creating a UV map for all the textures and placing them in a single image. Procedural Textures : Each object can use a material, and each material can have an albedo texture, a metal_gloss_ao texture, and a normal texture. (This is the model we’ll be able to customize.) Typically, we’ll use in-game textures to save space in the mod. However, we ca