Textures & Texture Maps in SketchUp: Difference between revisions

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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 SketchUp paint-box.<br />
* '''Mac:''' Select "New Texture" from the "Colour" menu inside the "Colours- Named" section of the SketchUp 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;">[[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" />
{|
! Mac !! Windows
|-
|[[File:NewTexture.png|x356px]] || [[File:Textures1_win.png|x356px]]
|}


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).  


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 {{button|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;">[[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" />
{|
! Mac !! Windows
|-
| [[File:SelectPicture.png |x356px]] || [[File:Textures2_win.png|x356px]]
|}


In the SketchUp 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 SketchUp 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.  
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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.  


{{itip|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;">[[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" />
{|
! Mac !! Windows
|-
|[[File:SizeinName.png|x356px]] || [[File:Textures3_win.png|x356px]]
|}


{{itip|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 minimize the face count (MaverickAlex has produced a tutorial on this, see: [[Howto: Decrease the number of faces]].
By "all" means make your detailed model - take a snap for your own collection - then try to minimize the face count (MaverickAlex has produced a tutorial on this, see: [[Howto: Decrease the number of faces]].
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Alternatively, you could keep your detailed model, and make a copy of the file to reduce the file size on. This copy would be the one you send to the [[FlightGear Scenery Database|scenery database]].
Alternatively, you could keep your detailed model, and make a copy of the file to reduce the file size on. This copy would be the one you send to the [[FlightGear Scenery Database|scenery database]].
   
   
{{itip|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 whitish 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 <code>rgb 1 1 1</code> 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 <code>rgb 1 1 1</code> already in SketchUp. The texture will appear whitish in SketchUp, but correctly after export. You do that during the definition of the texture. In SketchUp, <code>rgb 255 255 255</code> is the same as <code>rgb 1 1 1</code> in the AC file:


[[File:AC_white.jpg]]
[[File:AC_white.jpg]]
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This can all be accomplished in SketchUp - though some modelers prefer to do it in a separate application.  
This can all be accomplished in SketchUp - though some modelers prefer to do it in a separate application.  


'''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 do not 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 do not want.}}


'''TIP:''' ''I do it all in SketchUp to ensure the measurements are correct and match my SketchUp model.''
{{tip|I do it all in SketchUp to ensure the measurements are correct 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 may have done in SketchUp, or another application (eg. iWorks or Appleworks for Mac). You can use quite high resolution pics or drawings for these, thus keeping more detail, as you will be minimizing the pixels on the final map stage.
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 SketchUp, or another application (eg. iWorks or Appleworks for Mac). You can use quite high resolution pics or drawings for these, thus keeping more detail, as you will be minimizing 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 the top left of my desktop whilst modelling.''
{{tip|I use a ‘stickie’ with these details permanently at the top left of my desktop whilst modelling.}}


{| class="prettytable"
{| class="wikitable"
!Object
! Object !! Width (m) !! Height (m)
!Width (m)
!Height (m)
|-
|-
|Single door with shutters
| Single door with shutters || 2.55 || 2.25
|2.55
|2.25
|-
|-
|Double door with shutters
| Double door with shutters || 4.11 || 2.25
|4.11
|2.25
|-
|-
|Window with shutters
| Window with shutters || 2.54 || 1.25
|2.54
|1.25
|-
|-
|Square
| Square || 4.7 || 4.7
|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".  


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.  


[[File: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.  


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


Then go back to the ‘Top’ view.
Then go back to the "Top" view.


Make sure your square is well away from your model, and doesn't coincide with any guidelines from your model, as these could end up in the pic you take later - you don't want them in your texture map.  
Make sure your square is well away from your model, and doesn't coincide with any guidelines from your model, as these could end up in the pic you take later - you don't want them in your texture map.  
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[[File: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 or make the guide lines and axes invisible during this exercise.''
{{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 or make the guide lines and axes invisible during this exercise.}}


Use the SketchUp measuring tool to measure your square. Note the measurements down for future use.  
Use the SketchUp measuring tool to measure your square. Note the measurements down for future use.  


{| class="prettytable"
{| class="wikitable"
!Object
! Object !! Width (m) !! Height (m)
!Width (m)
!Height (m)
|-
|-
|Single door with shutters
| Single door with shutters || 2.55 || 2.25
|2.55
|2.25
|-
|-
|Double door with shutters
| Double door with shutters || 4.11 || 2.25
|4.11
|2.25
|-
|-
|Window with shutters
| Window with shutters || 2.54 || 1.25
|2.54
|1.25
|-
|-
|Square
| Square || 4.7 || 4.7
|4.7
|4.7
|}
|}


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


Use the inside corner of each of those corner squares as the limits of your screen-shot (Photo). In this example the photo will be equal to 4.7m x 4.7m when you take it back into the SketchUp paint-box as a new texture. 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 the inside corner of each of those corner squares as the limits of your screen-shot (Photo). In this example the photo will be equal to 4.7 m x 4.7 m when you take it back into the SketchUp paint-box as a new texture. 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.
   
   
Go back to the SketchUp 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 measurement earlier).  
Go back to the SketchUp 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 measurement earlier).  
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# Take the paint pot to your target area and click.  
# 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.  
# 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 {{button|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.  
# Another right-click at this stage will give you the option to rotate the texture if necessary. Do not forget to click {{button|Done}} (right-click menu, or {{Key press|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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Remember to erase the duplicate square of targets in your SketchUp file before you export to .ac.  
Remember to erase the duplicate square of targets in your SketchUp file before you export to .ac.  


When you [[SketchUp to AC3D exporter|export your SketchUp file to .ac format]], there will only be one texture file.  
When you [[SketchUp to AC3D exporter|export your SketchUp file to the AC format]], there will only be one texture file.  


{{itip|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).}}




''This tutorial was written by VicMar, with special thanks to Alex Park, who showed how to make texture maps, and D-79 for the PC details to match the Mac instructions)
''This tutorial was written by VicMar, with special thanks to Alex Park, who showed how to make texture maps, and {{usr|D-79}} for the PC details to match the Mac instructions''


[[Category:Howto]]
[[Category:Howto]]
[[Category:Scenery enhancement]]
[[Category:Scenery enhancement]]

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