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Easiest Way to Bake Textures

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Hi,

I use Sketchup to make my models (I can already feel the hate-mail being typed :p ) and I've gotten really good at it in my opinion, so I wanted to take it to the next level. I don't want to have to model in another program, I love how easy and simplistic Sketchup makes things. Is there any way Sketchup is capable of baking ambient occlusion shadows onto a model? If not, is there a program/way to do so without having to start over?

Chris
 
I thought you lost the textures if you imported into Blender? If it works I'll gladly give it a shot.
 
Sketchup in the exporting of files types is very limited, not the "pro" versión. if you can export as 3ds, blender could import that format. I think Mcx can export in obj format. and yes always will be problems with the textures when changing the modelling tool. you would have to reapply the textures or mapping again. not sure though
 
xNormal will render ambient occlusion for an .x file exported from MCX but unfortunately it doesn't work well with models that have been mapped in sketchup because the UVWs don't necessarily end up on the same instance of the sheet. It's hard to explain but for example when you're in texture > position mode in Sketchup you'll notice that the texture repeats itself in a tiling fashion until you get all your pins onto one occurrence of the texture sheet. The sim doesn't care if a particular surface is mapped offset by the width of the texture sheet, it will tile the texture as necessary so the surface looks normal. xNormal can't do that, the UVWs all need to be on one occurrence of the sheet. It's possible to export a sketchup model as .3ds from MCX and import it into gmax where the UVWs can simply be moved onto the square then export a .mdl especially for rendering but it's a lot of work and IMHO you may as well just model in gmax to begin with and then you don't have this problem.

Some objects rendered with xNormal can be seen here:
http://www.fsdeveloper.com/forum/threads/some-outtakes.432412/
 
"Light UP" Plugin for Sketchup will do the job. Unfortunately UV mapping is kinda automatic, so you do not control it but anyway it is better than nothing.
I downloaded Light Up Demo Version for 30 Days and made a screenshot for you just to nail down the empty words here..
http://prntscr.com/5s7fx2

There is not far that day when you will fall in love with Blender :D
 
Here is an example of workflow that works:

1) Create 3D model in Sketchup
2) Export to*.lwo format (you will need to download a plugin for the lwo-export)
3) Import model in Blender (here you also need a plugin for lwo import) and do UV-unwrapping/mapping/AO and/or lightmapping.
4) Export from Blender to DAE-format when you are done.
5) Import the DAE file in Sketchup, if you want to continue working with the 3d model, or import it directly into Modelconverterx (only the latest versions of Sketchup manages to keep UV-coordinates from Blender)

You'll find all the answers you need about using Blender in Youtube. It will keep you busy for a few weeks, but in the end, it is certainly worth it, and you can continue to use Sketchup for modelling.
 
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Wow guys! Thanks for these awesome tips! I think I'll give LightUp a try tonight as it sound like exactly what I need, I don't care much for having control over the UV mapping. But I'll be sure to keep all of these in mind. Again, many thanks!
 
fsfox,
I've got LightUp running and I've made a render, but I have no idea where to go from there. Any help? I also wish to learn how to use blender effectively for FS, but no idea where to start there either...

Tore,
I can't find an *.lwo exporter for Sketchup 2014 or 2015. Do you have one?

Chris
 
Chris,

Youtube has Blender tutorials just do a search. I have tried Blender a little bit. To me it seems to be a matter of learning the UI. Blender will do anything that GMAX or Sketchup will do. Blender is more oriented to using keys as opposed to the mouse. For FS9 you can export as a Collada file and use MCX to convert into a .MDL. For FSX you can use Capt_x's addon found in the Blender forum.

Ed
 
Hi Chris,
Result of your bake has to be in the folder you choose. Just have a look again. Maybe explore your LightUp settings to see where the default folders are..
Ed, yes YT is full of tutorials, but... If person moves from editor like Sketchup then the Idea of vertices, Edges and other stuff is equal to none. Sketchup was my first 3d editor that i learned and believe or not that to move over to 3DS MAX then Blender was really challenging stuff, sometimes push is needed. Just technical approach to it you know..

Edgar.
 
I am new to modeling as well...I plan on using sketchup for the basic building shapes then export to blender to texture and any final finishing details...would I encounter any issues with that approach?
 
bmaack that shouldn't be a problem. Sketchup will export a model in collada format and Blender will import a model in collada format.

Ed
 
Xnormal apparently does a fine job of creating baked textures. It can import a model exported from MCX and create baked textures from a higher poly model to a lower poly model, also can create ambient occusion (AO) maps and many others.....

The procedure I used was to export only the model parts I want the AO to be applied to, run it though mcx to convert it into a compatible format and load it into Xnormal, once the AO texture is created I delete the model as its not needed anymore. I've not explored its features fully, only used it briefly for AO.

http://www.xnormal.net/1.aspx

Stevo ;)
 
Only problem with exporting parts is that sometimes the missing parts will have an effect on the render, if you exported a hangar without the roof for baking, the eaves overhanging would not be there so you'd get no AO along the tops of your walls for example. The model needs to be complete if you want complete AO. Also you can forget about using xNormal on Sketchup models unless you remap the model in gmax first, Sketchup's mapping won't work for xNormal.
 
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Hi Gary, honestly I haven't looked at MeshLab. I haven't actually done anything in gmax for nearly 5 months, lol. I may take a look one day maybe next winter if I'm still kicking, lol. It would be great if MeshLab could handle multiple texture sheets and also if it could do lighting, both of which are limitations of xNormal. I can get around the multiple texture sheet issue using xNormal but it would be nice to be able to position some lights and generate night textures or shadows. I understand this can all be done in Blender so really I think the learning process might be better spent transitioning from gmax to Blender. One of the things on my list for summer is to open up a satellite shot of the southern sky here so I can try satellite internet. I have huge problems with YouTube vids even at 144p as it is, if I can change that possibly I'll be able to get my head around Blender!

Jim
 
Thanks, Jim. :)

Good luck with the wider bandwidth... looks like Blender may be (somewhat) easier to learn with video tutorials. :coffee:

GaryGB
 
Dont feel bad for using Sketchup. FYI, I make sceneries both commercial and freeware.....and I use SKU, and lots of Photoshop editing. Nothing wrong with that. It is just a matter of creativity and having a clear concept of what it is you want to do.
There is very little you can't do with this combination.
 

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