I would add a couple of notes (for advanced users)...
1) the KLUB can actually render more than one texture per-object, and in some cases even multi-sub object textures (though results will vary). You can add reflection maps in your 3D software and CtK will process them with the rest of the images. The KLUB can also render specular color maps (lightmaps) on the second UV channel, though CtK will ignore them them so you will have to write those in by hand afterward (or maybe I'm just doing it wrong).
2) You can group materials into "PHONGMATS" by giving them all the same specular and diffuse settings. This allows you to do such interesting things as set full ambience for multiple objects, where you might have a sky dome and some street lights that you don't want to be affected by the normal game lighting. Having everything in the same phongmat means you only have to change one line of script to affect all of them. It takes some practice, but it's worth it if you use vanilla graphics a lot (Hook and V11-HD use different methods).
1) the KLUB can actually render more than one texture per-object, and in some cases even multi-sub object textures (though results will vary). You can add reflection maps in your 3D software and CtK will process them with the rest of the images. The KLUB can also render specular color maps (lightmaps) on the second UV channel, though CtK will ignore them them so you will have to write those in by hand afterward (or maybe I'm just doing it wrong).
2) You can group materials into "PHONGMATS" by giving them all the same specular and diffuse settings. This allows you to do such interesting things as set full ambience for multiple objects, where you might have a sky dome and some street lights that you don't want to be affected by the normal game lighting. Having everything in the same phongmat means you only have to change one line of script to affect all of them. It takes some practice, but it's worth it if you use vanilla graphics a lot (Hook and V11-HD use different methods).