• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

MSFS20 Detailing approaches to textures in Sketchup

Messages
410
Country
norway
Hello. I feel like I've completed the YT and internet searches regarding this topic, but I have to ask if anyone have creative ideas on how to approach the issue using Sketchup as the modelling tool.

I want to add details which is seen in the tarmac here, where there are different color nuances, wear and tear:
Skjermbilde 2025-07-19 044517.png


I have previously experimented with using the freehand drawing tool to create "natural" shaped objects, but it looks off and not very organic with sharp transitions between material types and so on.

I want to get better at texturing buildings and ground environment and I wonder if it is at all possible to texture in detail with Sketchup, either natively within Sketchup tools/extensions, or through the SDK.

Any creative ideas?
 
Hi Vetle:

IIUC, you may be referring to creating Polygons to be mapped with Materials, and then modifying their run time display appearance by graphically editing layered texture images, and implementing custom Material settings.


You may recall, I link to an excellent video tutorial by Federico Pinotti (aka "mamu") ...in these contexts:

https://www.fsdeveloper.com/forum/threads/cant-fix-the-clouds-tile-pictures-msfs.458049/post-921170

https://www.fsdeveloper.com/forum/threads/vegetation-exclusion.456056/page-2#post-908149

https://www.fsdeveloper.com/forum/threads/complete-ensx-stavanger-ems-helicopter.459356/post-930359


You may also wish to view an excellent video tutorial by Bill Womack from FSDEVConference: "Scenery Texturing for Realism" using PhotoShop and GMAX ...recently restored to a FSDEV thread here:

https://www.fsdeveloper.com/forum/threads/enhance-textures-for-better-looks.439112/post-763799


BTW: You can maximize the viewing experience with older videos by using VLC to tweak and play them:

https://www.videolan.org/vlc/


Older "ShockWave Flash" videos may be played via a direct installation of "Ruffle" in Windows (or by using its browser plugin)

https://ruffle.rs/


[EDITED]

I'll post later regarding Sketchup options for "Layers" (re-named to 'Tags' in newer versions by Trimble ... a dubious choice, IMHO).

One can use Sketchup instead of GMAX via Sketchup Ruby plugin scripts / extensions to assist with "Layers" / "Tags" etc.

I can provide you with more info on such plugins / extensions if / when you may be inclined to inquire.

[END_EDIT]


This may get you started; but I would welcome more details ..as to what "details" you wish to implement.

GaryGB
 
Last edited:
Hi Vetle:

IIUC, you may be referring to creating Polygons to be mapped with Materials, and then modifying their run time display appearance by graphically editing layered texture images, and implementing custom Material settings.


You may recall, I link to an excellent video tutorial by Federico Pinotti (aka "mamu") ...in these contexts:

https://www.fsdeveloper.com/forum/threads/cant-fix-the-clouds-tile-pictures-msfs.458049/post-921170

https://www.fsdeveloper.com/forum/threads/vegetation-exclusion.456056/page-2#post-908149

https://www.fsdeveloper.com/forum/threads/complete-ensx-stavanger-ems-helicopter.459356/post-930359


You may also wish to view an excellent video tutorial by Bill Womack from FSDEVConference: "Scenery Texturing for Realism" using PhotoShop and GMAX ...recently restored to a FSDEV thread here:

https://www.fsdeveloper.com/forum/threads/enhance-textures-for-better-looks.439112/post-763799


One can substitute Sketchup for GMAX via plugins / extensions to assist with "Layers" / "Profiles" etc.

I can provide you with more info on such plugins / extensions if / when you may be inclined to inquire.


PS: You can maximize the viewing experience with older videos by using VLC to tweak and play them:

https://www.videolan.org/vlc/


This may get you started; but I would welcome more details ..as to what "details" you wish to implement.

GaryGB
Thank you Gary. I will check out the GMAX-option when at my computer and can download the videos and see how that solves my needs.

I guess what I am looking for is a way to not make the ground textures so sterile and bland. One way to approach this is probably to make multiple polygons with different materials and opacity while ontop of an apron. I should probably import a projected mesh, draw an apron with the tarmac markings on top and then follow up with the texture detailing polygons? 🤔 I would assume that is the easiest approach to give the surface a more organic and natural look.

I am familiar with the use of textured polygons with the colorization function, I have just not used it in this way before, as a way to detail the surface.
 
I edited my statement about Sketchup and GMAX above (I 'keep on' keeping late hours 'lately' ...un-clear English results :oops:).

https://www.fsdeveloper.com/forum/t...es-to-textures-in-sketchup.460121/post-934645


I'll post later regarding Sketchup options for "Layers" (re-named to 'Tags' in newer versions by Trimble ... a dubious choice, IMHO).

https://forums.sketchup.com/t/layers-where-are-they/114882

https://forums.sketchup.com/t/tagging-system/257189/6

https://mastersketchup.com/sketchup-pro-2020-review/



FYI: The MSFS SDK Sample: SimpleAerial documentation says:

https://docs.flightsimulator.com/html/Samples_And_Tutorials/Samples/Sceneries/SimpleAerial.htm

"All image files for aerial images should be authored as 16bit PNG with a fixed size of 256x256px, and the build process will automatically generate the images for the lower levels of detail".

All examples of source imagery for MSFS Aerial Tiles I have seen online thus far have been RGB 24-bit, 8-bits per channel imagery.


The MSFS SDK PROJECTED MESH OBJECTS documentation says:

https://docs.flightsimulator.com/ht...nery_Editor/Objects/ProjectedMesh_Objects.htm


"IMPORTANT! When being rendered, projected meshes are baked into the terrain textures. This helps reduce the polycount and permits the element to be terraformed. However, it also means that the texture quality won't be any greater than the resolution of the terrain textures themselves. In general, this resolution is around 4cm/pixel at the equator, with the best/highest resolution terrain textures reserved for higher LODs so we have a better quality for airports. For users, they will experience the best resolution possible setting the "Terrain level of detail" option to its maximum value".


Additional MSFS SDK documentation details of note, are also to be found at:

https://docs.flightsimulator.com/ht...als/Samples/Sceneries/SimpleProjectedMesh.htm


Resolution of Aprons and Projected Mesh match at 4cm and are reasonable to use, as that is so high.

The difference between Aprons and Projected Mesh (in MSFS RTM) is in restriction of Aprons to inside a local Airport test Radius, and having little more than a environment-responsive "PBR"-type light attribute via Normals, and Rain Fx.

This limitation of Aprons and Projected Mesh may now be less limited according to recent updates cited in MSFS Docs, when source content is made external to- and prior to processing by- the MSFS SDK DevMode Scenery Editor.

There are, however, still limitations imposed when editing content for areas defined within MSFS default World Hub Airports.

Thus, work-arounds must necessarily involve making custom airport replacements with some source content being generated external to- and prior to processing by- MSFS SDK DevMode Scenery Editor in a 3D modeling app and/or MCX.


I am not certain whether 3DSMAX and/or Blender semi-automatic MSFS Export scripts are able to implement this level of control compared to manual export from 3D modeling apps, and subsequent processing via MCX.

The latter is the workflow already in use by Sketchup user for MSFS content development. 😉


We would almost always have to make custom textures to get 4cm, as publicly available aerial imagery rarely exceeds 15cm.

4cm on the ground / pixel = LOD 20 (~ Zoom Level 19 or 20 depending on the web map app versus SBuilderX tile downloader app)

Code:
                    Quad      Area    Area    Area
                    Cell      Point   Point   Point
                   Terrain    Quad    Quad   Terrain
                    Grid      LOD     QMID    Grid
                  Interval    Grid    Grid   Interval
LOD  QMID  TMVL   (Meters)    Size    Size   (Meters)

20    22    30      9.6        28      30     0.0375 = (3.75 cm)

https://www.fsdeveloper.com/forum/threads/flattens.425495/post-633002


A 4K resolution, also known as Ultra High Definition (UHD), typically refers to a display with a resolution of 3840 x 2160 pixels.

This means it has 3840 pixels horizontally and 2160 pixels vertically, totaling approximately 8.3 million pixels.

3840 pixels horizontally / 1000 pixels at 1mm in size per Meter = 3.84 Meters on ground extent of coverage per 4K texture image based on width of each 4K image used.

But actual resolving ability of most modern computer monitors involves pixels with a 0.25mm dot pitch, so potentially a monitor could display 4x higher resolution than 4cm.

https://www.google.com/search?client=firefox-b-1-m&q=monitor dot pitch units#sbfbu=1&pi=monitor dot pitch units

This equates to (2) quad LODs higher than LOD-20 (aka Zoom level 19 or 20) than 4cm, at LOD-22 / QMID-24 / Zoom level 21 or 22
...in MSFS texture display at run time.

To achieve this higher DPI resolution display, pixel scalar mapping via projection must be implemented via tiling of texture images.

Thus, we must use multiple tiles of "high" resolution textures to provide actual high resolution textures on G-Polys / Faces of large physical extent.


MSFS Default and custom Ground markings may exceed 4cm by design, IIRC, but may only be seen (very) close up due to LOD switching.

LOD switching is based on displayed size in pixels and/or internal vertex geometry complexity, but generally occurs as a function of (Z-sort) distance between the user aircraft / avatar camera and the displayed object of interest.


FYI: rhumbaflappy previously posted on related FS options for use of 3.5cm textures, and the issues of practicality for use due to LODs:

https://www.fsdeveloper.com/forum/threads/3-5cm-per-pixel.21121/


So, we must be selective as to 'where' we utilize 4K textures on objects, especially if multiple layers of 4K images are to be used in PBR.


We can also make G-Polys (aka GEDOT "Faux Photogrammetry") as textured 3D models; these can be sloped / non-flat 3D geometry.

G-Polys have nearly unlimited texture resolution exceeding that of Aprons or Projected Mesh (both being "merged" into terrain textures).

When made as SimObjects and/or SimProp Containers, G-Polys can have complex conditional attributes for Visual display at run time.

G-Polys also can have additional Visual attributes that match and exceed that of aircraft and FS2Kx "land class" vector objects.

GaryGB
 
Last edited:
I edited the statement regarding Sketchup and GMAX in my post above (I 'keep on' keeping late hours 'lately' ...un-clear English results :oops:).

[EDITED]

I'll post later regarding Sketchup options for "Layers" (re-named to 'Tags' in newer versions by Trimble ... a dubious choice, IMHO).

https://forums.sketchup.com/t/layers-where-are-they/114882

https://forums.sketchup.com/t/tagging-system/257189/6

https://mastersketchup.com/sketchup-pro-2020-review/

[END_EDIT]


FYI: The MSFS SDK Sample: SimpleAerial documentation says:

https://docs.flightsimulator.com/html/Samples_And_Tutorials/Samples/Sceneries/SimpleAerial.htm

"All image files for aerial images should be authored as 16bit PNG with a fixed size of 256x256px, and the build process will automatically generate the images for the lower levels of detail".

All examples of source imagery for MSFS Aerial Tiles I have seen online thus far have been RGB 24-bit, 8-bits per channel imagery.


The MSFS SDK PROJECTED MESH OBJECTS documentation says:

https://docs.flightsimulator.com/ht...nery_Editor/Objects/ProjectedMesh_Objects.htm


"IMPORTANT! When being rendered, projected meshes are baked into the terrain textures. This helps reduce the polycount and permits the element to be terraformed. However, it also means that the texture quality won't be any greater than the resolution of the terrain textures themselves. In general, this resolution is around 4cm/pixel at the equator, with the best/highest resolution terrain textures reserved for higher LODs so we have a better quality for airports. For users, they will experience the best resolution possible setting the "Terrain level of detail" option to its maximum value".


Additional MSFS SDK documentation details of note, are also to be found at:

https://docs.flightsimulator.com/ht...als/Samples/Sceneries/SimpleProjectedMesh.htm


Resolution of Aprons and Projected Mesh match at 4cm and are reasonable to use, as that is so high.

The difference between Aprons and Projected Mesh (in MSFS RTM) is in restriction of Aprons to inside a local Airport test Radius, and having little more than a environment-responsive "PBR"-type light attribute via Normals, and Rain Fx.

This limitation of Aprons and Projected Mesh may now be less limited according to recent updates cited in MSFS Docs, when source content is made external to- and prior to processing by- the MSFS SDK DevMode Scenery Editor.

There are, however, still limitations imposed when editing content for areas defined within MSFS default World Hub Airports.

Thus, work-arounds must necessarily involve making custom airport replacements with some source content being generated external to- and prior to processing by- MSFS SDK DevMode Scenery Editor in a 3D modeling app and/or MCX.


I am not certain whether 3DSMAX and/or Blender semi-automatic MSFS Export scripts are able to implement this level of control compared to manual export and 3D modeling apps and subsequent processing via MCX.

The latter is the workflow already in use by Sketchup user for MSFS content development. 😉


We would almost always have to make custom textures to get 4cm, as publicly available aerial imagery rarely exceeds 15cm.

4cm on the ground / pixel = LOD 20 (~ Zoom Level 19 or 20 depending on the web map app versus SBuilderX tile downloader app)

Code:
                    Quad      Area    Area    Area
                    Cell      Point   Point   Point
                   Terrain    Quad    Quad   Terrain
                    Grid      LOD     QMID    Grid
                  Interval    Grid    Grid   Interval
LOD  QMID  TMVL   (Meters)    Size    Size   (Meters)

20    22    30      9.6        28      30     0.0375 = (3.75 cm)

https://www.fsdeveloper.com/forum/threads/flattens.425495/post-633002


A 4K resolution, also known as Ultra High Definition (UHD), typically refers to a display with a resolution of 3840 x 2160 pixels.

This means it has 3840 pixels horizontally and 2160 pixels vertically, totaling approximately 8.3 million pixels.

3840 pixels horizontally / 1000 pixels at 1mm in size per Meter = 3.84 Meters on ground extent of coverage per 4K texture image based on width of each 4K image used.

But actual resolving ability of most modern computer monitors involves pixels with a 0.25mm dot pitch, so potentially a monitor could display 4x higher resolution than 4cm.

https://www.google.com/search?client=firefox-b-1-m&q=monitor dot pitch units#sbfbu=1&pi=monitor dot pitch units

This equates to (2) quad LODs higher than LOD-20 (aka Zoom level 19 or 20) than 4cm, at LOD-22 / QMID-24 / Zoom level 21 or 22
...in MSFS texture display at run time.

To achieve this higher DPI resolution display, pixel scalar mapping via projection must be implemented via tiling of texture images.

Thus, we must use multiple tiles of "high" resolution textures to provide actual high resolution textures on G-Polys / Faces of large physical extent.


MSFS Default and custom Ground markings may exceed 4cm by design, IIRC, but may only be seen (very) close up ⁰due to LOD switching.

LOD switching is based on displayed size in pixels and/or internal vertex geometry complexity, but generally occurs as a function of (Z-sort) distance between the user aircraft / avatar camera and the displayed object of interest.


FYI: rhumbaflappy previously posted on related FS options for use of 3.5cm textures, and the issues of practicality for use due to LODs:

https://www.fsdeveloper.com/forum/threads/3-5cm-per-pixel.21121/


So, we must be selective as to 'where' we utilize 4K textures on objects, especially if multiple layers of 4K images are to be used in PBR.


We can also make G-Polys (aka GEDOT "Faux Photogrammetry") as textured 3D models; these can be sloped / non-flat 3D geometry.

G-Polys have nearly unlimited texture resolution exceeding that of Aprons or Projected Mesh (both being "merged" into terrain textures).

When made as SimObjects and/or SimProp Containers, G-Polys can have complex conditional attributes for Visual display at run time.

G-Polys also can have additional Visual attributes that match and exceed that of aircraft and FS2Kx "land class" vector objects.

GaryGB
Thanks for your input. I will test this out when working on the next project.
 
Back
Top