Hi Chris:
You may wish to utilize texture images in a non-lossy graphic file format such as BMP, PNG, or TIFF rather than JPG which is inherently lossy, and which degrades the original image each time it is saved after any edit (including merging with adjacent co-planar images via the "
Combine Textures" feature).
Also, you may wish to ensure that Sketchup is configured to display textures at maximum resolution via:
Sketchup menu > Window > Preferences > {
System Preferences} Dialog >
OpenGL
In OpenGL
> "OpenGL Settings" section, '
Check':
* Use Hardware Acceleration
* Use Maximum Texture Size
* Use Fast Feedback
In
OpenGL > "Capabilities" section, choose "
#18 - True Color - High - Yes - 0x"
Additionally, you may wish to utilize Sketchup plugin Ruby scripts by Aerilius that substitutes the Sketchup lower quality default internal graphics engine with the higher quality "
ImageMagick" external graphics engine ...for a number of graphics operations.
By first using Aerilius'
Make Unique Texture++ plugin:
http://sketchucation.com/forums/viewtopic.php?p=367210#p367210
...to make texture image Materials mapped to each face "Unique" via the
ImageMagick graphics engine, the resulting "
Combined Textures" should maintain original image quality (provided they are in a non-lossy graphic file format).
FYI: The
Make Unique Texture++ is reportedly also now consolidated into the "
Texture Resizer" plugin
http://sketchucation.com/forums/viewtopic.php?p=360679#p360679
BTW: Generally speaking, it is preferred that one uses identical (or very close to identical) dimensions of texture pixels (aka "Texels") per Meter (aka "
Texel density") for all texture Materials mapped onto each side / roof or other "surface" of a texture-mapped 3D model.
This facilitates accurate and fast calculation by the FS rendering engine at run time, of MIPMAP and LOD switching parameters for scenery objects (based on each objects on-screen pixel size at one's user aircraft camera viewing distance from those objects in the 3D world).
One 'partially' configures this via the Sketchup Material dialog {Edit} tab Texture Height and Width to establish what 'real world' 3D model size is to be mapped by specified Texels in the image file.
While this might factor the
Texel density 'somewhat', it is ultimately
imprecise, and the FS rendering engine may actually still be forced to 'synthesize' a MIPMAP with a required Texel density to more precisely match the displayed LOD at run time, thus adversely affecting performance.
When textures are consolidated onto a 1-piece texture sheet /atlas via
ex: Arno's
MCX - Draw Call Minimizer, the size at which those individual source images of variable size are mapped onto the 3D model may
still result in varying
Texel density that is inconsistent with the overall scene LOD rendered at run time relative to nearby scenery objects as a function of distance from camera position in the 3D world, with run time performance issues as described above.
Although certain performance benefits may otherwise be achieved by implementing "Draw Call Batching" via
MCX - Draw Call Minimizer, adjusting the mapped texture image size
prior to mapping onto faces, and
before textures are consolidated onto a 1-piece texture sheet /atlas, may merit consideration to achieve even greater performance.
A Sketchup plugin Ruby script which may help with this
"Texel density" part of a comprehensive 3D model texture Material mapping work-flow is "
Goldilocks" by Adam Billyard, author of the commercial "
LightUp" photo-realistic rendering utility for Sketchup.
http://sketchucation.com/forums/viewtopic.php?p=281153#p281153
An additional feature of the
Goldilocks plugin, is an appraisal of the
geometry "
Content Density".
If
Goldilocks is run on a model, it can identify
ex: Groups / Components with higher amounts of geometry per unit of space for that Component ...that is far higher than the rest of the 3D model.
NOTE: This is a separate consideration from that of
Texel Density for faces relative to the the rest of the 3D model.
Note as well, that this is a separate consideration from that for:
* MIPMAPS
* Individual 3D model geometry for specific LODs within a MDL
* Effective LOD of a 3D model
...rendered at run time with nearby scenery objects as a function of distance from camera position in the 3D world.
PS: AFAIK, most FS developers do
not use transparent windows, and instead use texture '
images' of window panes.
GaryGB