Textures & Texture Maps in SketchUp: Difference between revisions

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# Take a photo of some ribbed concrete with a digital camera, preferably with some marks to show 1 square metre.  
# Take a photo of some ribbed concrete with a digital camera, preferably with some marks to show 1 square metre.  
# Upload that photo to your computer, then, in your photo processor (iPhoto on Mac; [[GIMP]], [http://www.irfanview.com/ IrfanView] or any other on windows), ‘Crop’ it to show just the square metre, and export it with a good ‘highest detail’/’lowest file size’ compromise (‘export to web’ in iPhoto).
# Upload that photo to your computer, then, in your photo processor (iPhoto on Mac; [[GIMP]], [http://www.irfanview.com/ IrfanView] or any other on windows), ‘Crop’ it to show just the square metre, and export it with a good ‘highest detail’/’lowest file size’ compromise (‘export to web’ in iPhoto).
# During that export procedure, select a pixels size which is compatible with FlightGear - that means it must measure combinations of 2,4,8,16,32,64,128,256,512,1024, and so on. If you don't do this, FlightGear can show the image, but only after a resizing procedure, which eats up processor capacity. So you want to do that for FlightGear before applying the image to your model. You can rescale distorted images in SketchUp later again.<br>If this is to be the only texture for this model, try to keep the pixels as small as you can without losing too much detail. If it is to be part of a texture map (see below), you can keep the high pixel count at this stage to preserve detail, though it still needs to be set to the 2,4,8 etc.sizes.<br>[[Image:EXPORT.png|x356px]]<br>If your photo processor does not allow you to set the pixels, use another like Preview (Mac) or Gimp to pixel size the exported photo.  
# During that export procedure, select a pixels size which is compatible with FlightGear - that means its resolution must exist of squares of two (eg. 2<sup1</sup>=2, 2<sup2</sup>=4, 2<sup3</sup>=8, 2<sup4</sup>=16 and so on). If you don't do this, FlightGear can show the image, but only after a resizing procedure, which eats up processor capacity. So you want to do that for FlightGear before applying the image to your model. You can rescale distorted images in SketchUp later again.<br>If this is to be the only texture for this model, try to keep the pixels as small as you can without losing too much detail. If it is to be part of a texture map (see below), you can keep the high pixel count at this stage to preserve detail, though it still needs to be set to the 2, 4, 8 etc.sizes.<br>[[Image:EXPORT.png|x356px]]<br>If your photo processor does not allow you to set the pixels, use another like Preview (Mac) or Gimp to pixel size the exported photo.  
# Save that photo to your desktop.
# Save that photo to your desktop.


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First you open the new texture dialog:
First you open the new texture dialog:
* Mac: Select ‘New Texture’ from the ‘Colour’ menu inside the ‘Colours- Named’ section of the Skp paint-box.<br>
* '''Mac:''' Select ‘New Texture’ from the ‘Colour’ menu inside the ‘Colours- Named’ section of the Skp paint-box.<br>
* Windows: Click the paint bucket (or select Window --> Materials), then click the 'Create Material...' button.
* '''Windows:''' Click the paint bucket (or select <tt>Window > Materials</tt>), then click the 'Create Material...' button.


<div style="float:left; clear:left; margin:1em 5px 0px 0px; background-color:white; padding:3px; border:1px solid silver;">[[Image:NewTexture.png|x356px]]</div><div style="float:left; margin:1em 5px 0px 0px; background-color:white; padding:3px; border:1px solid silver;">[[Image:Textures1_win.png|x356px]]</div><br clear="left" />
<div style="float:left; clear:left; margin:1em 5px 0px 0px; background-color:white; padding:3px; border:1px solid silver;">[[Image:NewTexture.png|x356px]]</div><div style="float:left; margin:1em 5px 0px 0px; background-color:white; padding:3px; border:1px solid silver;">[[Image:Textures1_win.png|x356px]]</div><br clear="left" />
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[[Image:Name&Size.png]]  
[[Image:Name&Size.png]]  


You need to set the size of your new concrete texture to 1M x 1M. This
You need to set the size of your new concrete texture to 1M x 1M. This means: If the area you are using the texture in is bigger than 1 metre square, the texture will be repeated every metre in every direction, until the whole target area is textured.
means: If the area you are using the texture in is bigger than 1 metre square, the texture will be repeated every metre in every direction, until the  
whole target area is textured.


Applying the texture is the same as painting an area.  
Applying the texture is the same as painting an area.  
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If your texture is a specific item, e.g. a window, the picture of the window will be presented again and again. It will be necessary to position the texture to place the required section in the target area. I describe how to do this later.  
If your texture is a specific item, e.g. a window, the picture of the window will be presented again and again. It will be necessary to position the texture to place the required section in the target area. I describe how to do this later.  


'''TIP:''' ''When making a texture of an item like a door, or window, it is a good idea to include it’s measurements in the individual texture name. The name of each item in the paint- box appears when you hold your mouse pointer over it. This helps when marking up your model with it’s target areas.
'''TIP:''' ''When making a texture of an item like a door, or window, it is a good idea to include it’s measurements in the individual texture name. The name of each item in the paint- box appears when you hold your mouse pointer over it. This helps when marking up your model with it’s target areas.''


''
<div style="float:left; clear:left; margin:1em 5px 0px 0px; background-color:white; padding:3px; border:1px solid silver;">[[Image:SizeinName.png|x356px]]</div><div style="float:left; margin:1em 5px 0px 0px; background-color:white; padding:3px; border:1px solid silver;">[[Image:Textures3_win.png|x356px]]</div><br clear="left" />


<div style="float:left; clear:left; margin:1em 5px 0px 0px; background-color:white; padding:3px; border:1px solid silver;">[[Image:SizeinName.png|x356px]]</div><div style="float:left; margin:1em 5px 0px 0px; background-color:white; padding:3px; border:1px solid silver;">[[Image:Textures3_win.png|x356px]]</div><br clear="left" />
'''TIP:''' ''When you first start modelling, there is a lot of satisfaction to be had from making very detailed models. The downside of that is the large file size produced. This affects loading times in FlightGear.''


'''TIP:''' ''When you first start modelling, there is a lot of satisfaction to be had from making very detailed models. The downside of that is the large file size produced. This affects loading times in FlightGear''
.
''By all means make your detailed model - take a snap for your own collection - then try to minimise the face count (MaverickAlex has produced a tutorial on this, see: [[ Howto: Decrease the number of faces|Howto: Decrease the number of faces ]]''
''By all means make your detailed model - take a snap for your own collection - then try to minimise the face count (MaverickAlex has produced a tutorial on this, see: [[ Howto: Decrease the number of faces|Howto: Decrease the number of faces ]]''
   
   
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'''NOTE:''' A texture map only works for textures which are used only once in each place. Textures that are used as tiles, i.e. appear many times next to each other to form a pattern (as in the gasometer example above), must stand alone. Otherwise the whole texture map would have to be the tile - which you probably don't want.
'''NOTE:''' A texture map only works for textures which are used only once in each place. Textures that are used as tiles, i.e. appear many times next to each other to form a pattern (as in the gasometer example above), must stand alone. Otherwise the whole texture map would have to be the tile - which you probably don't want.


'''TIP:''' ''I do it all in Skp to ensure the measurements are correct  
'''TIP:''' ''I do it all in Skp to ensure the measurements are correct and match my SketchUp model.''  
and match my SketchUp model.''  


First you need to make each of the textures you are going to use in your model. You can produce textures (as described above) from photos, or from drawings you  
First you need to make each of the textures you are going to use in your model. You can produce textures (as described above) from photos, or from drawings you may have done in Skp, or another application (iWorks, Appleworks for Mac) You can use quite high resolution pics or drawings  for these, thus keeping more detail, as you will be minimising the pixels on the final  map stage.  
may have done in Skp, or another application (iWorks, Appleworks for Mac) You can use quite high resolution pics or drawings  for these, thus keeping more detail, as you will be minimising the pixels on the final  map stage.  


You will not be able to use the repeats, as described in the previous section, so the size of each texture ‘Target’ area needs to be noted.  
You will not be able to use the repeats, as described in the previous section, so the size of each texture ‘Target’ area needs to be noted.  


'''TIP:''' ''I use a ‘stickie’ with these details permanently at  
'''TIP:''' ''I use a ‘stickie’ with these details permanently at the top left of my desktop whilst modelling.''  
the top left of my desktop whilst modelling.''  


[[Image:Stickie.png]]
{| class="prettytable"
!Object
!Width (m)
!Height (m)
|-
|Single door with shutters
|2.55
|2.25
|-
|Double door with shutters
|4.11
|2.25
|-
|Window with shutters
|2.54
|1.25
|-
|Square
|4.7
|4.7
|}


Next you need to mark the area where each texture is going to be placed on your model with the outline (usually a rectangle) of the texture. I call these 'targets'.  
Next you need to mark the area where each texture is going to be placed on your model with the outline (usually a rectangle) of the texture. I call these 'targets'.  
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Use the Skp measuring tool to measure your square. Note the measurements down for future use.  
Use the Skp measuring tool to measure your square. Note the measurements down for future use.  


[[Image:Stickie.png]]
{| class="prettytable"
!Object
!Width (m)
!Height (m)
|-
|Single door with shutters
|2.55
|2.25
|-
|Double door with shutters
|4.11
|2.25
|-
|Window with shutters
|2.54
|1.25
|-
|Square
|4.7
|4.7
|}


Now use the square tool again to make another smaller square at the outside of each corner - these will act as markers for the next procedure - then erase the covering square being careful not to erase any of your textured targets.
Now use the square tool again to make another smaller square at the outside of each corner - these will act as markers for the next procedure - then erase the covering square being careful not to erase any of your textured targets.
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[[Image:TargetSquares.png]]
[[Image:TargetSquares.png]]


Use a snapshot tool (like Snap'n'Drag) to take a pic of the square (for Macs you can use cmd+shift+4). Alternatively, you could take a full screen shot, then use a photo processing application to crop down to your marked square, though this method could lose some of the detail quality.
Click <tt>File > Export > 2D Image</tt> to save the squares. Use a photo processing application (like Gimp, Photoshop, (for Macs Preview or iPhoto will do as well)) to make the pixels a square of two. Keep the squared pixel size to the smallest one that keeps the necessary detail in the textures. Bear in mind most models are viewed as a 'flypast', which means at a distance. Try a couple of sizes to decide which will do the job effectively.
 
Use a photo processing application (like Gimp, Photoshop, (for Macs Preview or iPhoto will do as well)) to make the pixels a 2,4,8,16,32,64,128,256,512,1024,
square.  
 
Keep the squared pixel size to the smallest one that keeps the necessary detail in the textures. Bear in mind most models are viewed as a 'flypast', which means at a distance. Try a couple of sizes to decide which will do the job effectively.
   
   
Go back to the Skp paint-box and make a new texture from your photo. Make sure this new texture has a unique name, and the width and height of this texture is equal to the square you covered the targets with. (Hopefully you noted the  
Go back to the Skp paint-box and make a new texture from your photo. Make sure this new texture has a unique name, and the width and height of this texture is equal to the square you covered the targets with. (Hopefully you noted the  
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Then use that new texture to texture your model with the following method:  
Then use that new texture to texture your model with the following method:  
 
# In the Skp paint-box, select your new texture.  
In the Skp paint-box, select your new texture.  
# Take the paint pot to your target area and click.  
 
# When you have clicked the paint pot onto your target area, right-click: this should give you the option to position the texture.  
Take the paint pot to your target area and click.  
# Another right-click at this stage will give you the option to rotate the texture if necessary. Do not forget to click 'Done' (right-click menu, or ctrl+click menu for Macs) when you have got the correct part of the texture map in your target area.  
 
When you have clicked the paint pot onto your target area, right-click: this should give you the option to position the texture.  
 
Another right-click at this stage will give you the option to rotate the texture if necessary. Do not forget to click 'Done' (right-click menu, or ctrl+click menu for Macs) when you have got the correct part of the texture map  
in your target area.  


Work your way round the model until you have placed all of the required textures.  
Work your way round the model until you have placed all of the required textures.  
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When you [[SketchUp to AC3D exporter | export your Skp file to .ac format]], there will only be one texture file.  
When you [[SketchUp to AC3D exporter | export your Skp file to .ac format]], there will only be one texture file.  


'''TIP:'''  ''Leave deleting the square until you have placed all of it’s constituent parts on your model. This makes it easier to add in any textured parts of your model which you had missed out. If you erased the square before this stage, you would have to start completely again from scratch, or have an  
'''TIP:'''  ''Leave deleting the square until you have placed all of it’s constituent parts on your model. This makes it easier to add in any textured parts of your model which you had missed out. If you erased the square before this stage, you would have to start completely again from scratch, or have an extra texture file with that model. (It’s a pride thing I guess).''  
extra texture file with that model. (It’s a pride thing I guess).''  


That is it.  
That is it.  

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