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>0</sup>=1, 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 2x2, 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>0</sup>=1, 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 2x2, 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 />[[File: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.


====Semi-transparent textures====
==== Semi-transparent textures ====
[[Image:Textures_transparent.png|thumb|Semi-transparent textures]] Semi-transparent textures are a powerful tool. Especially when you want to model mesh, banisters, scaffolding etc., you can use semi-transparent textures to minimize the complexity of the model. Like in the model to the right.
[[File:Textures_transparent.png|thumb|Semi-transparent textures]] Semi-transparent textures are a powerful tool. Especially when you want to model mesh, banisters, scaffolding etc., you can use semi-transparent textures to minimize the complexity of the model. Like in the model to the right.


It's the [http://scenemodels.flightgear.org/modeledit.php?id=220 gasometer] by Jon Stockill. To simulate the framework, he uses a minimal image that is transparent except for the metal parts:
It's the [http://scenemodels.flightgear.org/modeledit.php?id=220 gasometer] by Jon Stockill. To simulate the framework, he uses a minimal image that is transparent except for the metal parts:


[[Image:Textures_tranparent2.png]].
[[File:Textures_tranparent2.png]].


Another good example is the roof structure of the [http://scenemodels.flightgear.org/modeledit.php?id=795 A380 hangar] in Frankfurt (EDDF) by Christian Schmitt.
Another good example is the roof structure of the [http://scenemodels.flightgear.org/modeledit.php?id=795 A380 hangar] in Frankfurt (EDDF) by Christian Schmitt.


===Loading your texture into SketchUp===
=== Loading your texture into SketchUp ===
Now you need to read that texture into SketchUp.  
Now you need to read that texture into SketchUp.  


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 SU paint-box.<br>
* '''Mac:''' Select ‘New Texture’ from the ‘Colour’ menu inside the ‘Colours- Named’ section of the SU paint-box.<br />
* '''Windows:''' Click the paint bucket (or select <tt>Window > Materials</tt>), 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;">[[File:NewTexture.png|x356px]]</div><div style="float:left; margin:1em 5px 0px 0px; background-color:white; padding:3px; border:1px solid silver;">[[File:Textures1_win.png|x356px]]</div><br clear="left" />


Select that, and you should be presented with the means to select the path to your photo (in this example we have put it on our desktop).  
Select that, and you should be presented with the means to select the path to your photo (in this example we have put it on our desktop).  
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Select your photo, and click ‘Open’. This will take it into the paint-box with whatever name you saved it with.
Select your photo, and click ‘Open’. This will take it into the paint-box with whatever name you saved it with.


<div style="float:left; clear:left; margin:1em 5px 0px 0px; background-color:white; padding:3px; border:1px solid silver;">[[Image:SelectPicture.png |x356px]]</div><div style="float:left; margin:1em 5px 0px 0px; background-color:white; padding:3px; border:1px solid silver;">[[Image:Textures2_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;">[[File:SelectPicture.png |x356px]]</div><div style="float:left; margin:1em 5px 0px 0px; background-color:white; padding:3px; border:1px solid silver;">[[File:Textures2_win.png|x356px]]</div><br clear="left" />


In the SU paint-box you can give your new texture a unique name. Try to make this name relevant to the model you are making. This could be useful in reuniting them if ever the model and its texture get separated. For use in FlightGear there should not be any gaps in the texture name.  
In the SU paint-box you can give your new texture a unique name. Try to make this name relevant to the model you are making. This could be useful in reuniting them if ever the model and its texture get separated. For use in FlightGear there should not be any gaps in the texture name.  


[[Image:Name&Size.png]]  
[[File:Name&Size.png]]  


You need to set the size of your new concrete texture to 1x1 m. 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.
You need to set the size of your new concrete texture to 1x1 m. 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.
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'''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 its 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 its 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;">[[File:SizeinName.png|x356px]]</div><div style="float:left; margin:1em 5px 0px 0px; background-color:white; padding:3px; border:1px solid silver;">[[File: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.''
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'''TIP:''' ''You could save a lot of file space by snapping the whole side of your model and making a texture of it to keep in all your hard earned detail, but with only one face on the texture to be counted.''
'''TIP:''' ''You could save a lot of file space by snapping the whole side of your model and making a texture of it to keep in all your hard earned detail, but with only one face on the texture to be counted.''


===Correct display of texture colors in the AC file===
=== Correct display of texture colors in the AC file ===
Later, when your model is done and you [[SketchUp to AC3D exporter|export it to AC format]], the textures will be defined in that AC file. There, the RGB settings should be <tt>rgb 1 1 1</tt> for a correct display of the texture colors ([[AC files: Basic changes to textures and colors]]). To insure that this will be done automatically, you should set the color of the texture to <tt>rgb 1 1 1</tt> already in SketchUp. The texture will appear whiteish in SketchUp, but correctly after export. You do that during the definition of the texture. In SketchUp, <tt>rgb 255 255 255</tt> is the same as <tt>rgb 1 1 1</tt> in the AC file:
Later, when your model is done and you [[SketchUp to AC3D exporter|export it to AC format]], the textures will be defined in that AC file. There, the RGB settings should be <tt>rgb 1 1 1</tt> for a correct display of the texture colors ([[AC files: Basic changes to textures and colors]]). To insure that this will be done automatically, you should set the color of the texture to <tt>rgb 1 1 1</tt> already in SketchUp. The texture will appear whiteish in SketchUp, but correctly after export. You do that during the definition of the texture. In SketchUp, <tt>rgb 255 255 255</tt> is the same as <tt>rgb 1 1 1</tt> in the AC file:


[[Image:AC_white.jpg]]
[[File:AC_white.jpg]]


=== Making a texture map ===
=== Making a texture map ===
If you only have one texture in a model there is no need to make a texture map, but if there are to be several textures used in the model, or, as in the Caribbean scenery project, the same textures used in many models - rather than have to forward/use multiple texture files, it is better to make a texture map.  
If you only have one texture in a model there is no need to make a texture map, but if there are to be several textures used in the model, or, as in the Caribbean scenery project, the same textures used in many models - rather than have to forward/use multiple texture files, it is better to make a texture map.  


[[Image:Picture_2.png ]]
[[File:Picture_2.png ]]


This can all be accomplished in Sketchup - though some modellers prefer to do it in a separate application.  
This can all be accomplished in Sketchup - though some modellers prefer to do it in a separate application.  
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Next, place a duplicate of each of the model's targets into as near a square as you can - flat on the ground using the 'Top' view under the 'Camera' menu.  
Next, place a duplicate of each of the model's targets into as near a square as you can - flat on the ground using the 'Top' view under the 'Camera' menu.  


[[Image:TopView.png|x356px]]
[[File:TopView.png|x356px]]


Use the ‘Orbit’ tool to make sure they are all level.  
Use the ‘Orbit’ tool to make sure they are all level.  


[[Image:OrbitView.png]]
[[File:OrbitView.png]]


Then go back to the ‘Top’ view.
Then go back to the ‘Top’ view.
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Next, texture each of the targets in your square (not the ones on your model).  
Next, texture each of the targets in your square (not the ones on your model).  


[[Image:Textured.jpg|x356px]]
[[File:Textured.jpg|x356px]]


It does not matter if they are not all the same way up because you can rotate them when you place them on your model.
It does not matter if they are not all the same way up because you can rotate them when you place them on your model.
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Now use the SU 'Square' tool to cover your square of targets as tightly to the edges as possible. Make this a perfect square, even if you have to include some of the background between the targets.  
Now use the SU 'Square' tool to cover your square of targets as tightly to the edges as possible. Make this a perfect square, even if you have to include some of the background between the targets.  


[[Image:PerfectSquare.png]]
[[File:PerfectSquare.png]]


'''TIP:''' ''You can see an unwanted guide line in the above picture (Bottom right, above the word ‘Square’). If you make the individual targets into a group after you have textured them, you can easily move your square beyond the guide lines.''  
'''TIP:''' ''You can see an unwanted guide line in the above picture (Bottom right, above the word ‘Square’). If you make the individual targets into a group after you have textured them, you can easily move your square beyond the guide lines.''  
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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.


[[Image:TargetSquares.png]]
[[File:TargetSquares.png]]


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.
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.
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Remember to erase the duplicate square of targets in your SU file before you export to .ac.  
Remember to erase the duplicate square of targets in your SU file before you export to .ac.  


When you [[SketchUp to AC3D exporter | export your SU file to .ac format]], there will only be one texture file.  
When you [[SketchUp to AC3D exporter|export your SU 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 extra texture file with that model. (It is a pride thing I guess).''  
'''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 is a pride thing I guess).''  


That is it.  
That is it.  

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