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 its resolution must exist of squares of two (eg. 2<sup>1</sup>=2, 2<sup>2</sup>=4, 2<sup>3</sup>=8, 2<sup>4</sup>=16 and so on). That gives you possible resolutions like 1x2, 2x4, 8x32, 256x16 and all the like. 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<sup>1</sup>=2, 2<sup>2</sup>=4, 2<sup>3</sup>=8, 2<sup>4</sup>=16 and so on). That gives you possible resolutions like sx2, 2x4, 8x32, 256x16 and all the like. 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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