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Modeling with Sketchup

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unitedstates
I am trying to design some buildings in sketchup for an airport project for FSX. I have found numerous tutorials on sketchup but I can't figure out how to apply textures from a texture sheet to my models. When I load the texture sheet I can't figure out how to select just the one part of the texture sheet I want for the specific side of the building I'm working on. I have some other problems as well. Can anyone point me to some help with the following?

Making a texture sheet in Photoshop (sizes, etc.)
Using and applying the texture sheet in Sketchup

Thanks for any help the sketchup experts can provide!

Brandon
 
that's something I would also like to see. I was learning GSU, but got kind of stuck on this and put it aside until later.

The first thing I don't understand is what the difference is between using the "file-> import", select an image format and you get radio buttons
- Use as image
- Use as texture

If you select "use as texture" how does this differ (if at all) from the materials window "Create material" "Use texture image"?

I've been using the "File->import" "Use as texture" and selecting my texture sheet. drag it onto the face you are texturing. then when you select the face and right-click there is an option "Texture->position". When you click on that there are 4 pins on your texture. You can right click again and there is an option for "fixed pins". I'm not sure if it is better to use fixed pins on or off, but so far I've had them off. For the 4 pins, if you left click on one, and then move your mouse, the pin is repositioned on the texture and that sets the corner of the part of the texture that is used (when you click again). I guess it is also possible to extend the pin past the end of the texture and it will tile but I haven't tried that yet. So you position the 4 pins on the texture. Next you left click and drag, and this moves the pin with the texture so you can position it on the face of your object. So again you do this with all 4 pins and at this point only the section of texture sheet you want should be on your face. If it isn't precise you can repeat the click and click-drag as needed to fine tune, or if it accidentally snaps to the wrong point on your object. when you are happy right click on the texture and select "done" and you should have your texture placed. Getting it properly exported when you are all done is another problem I haven't solved yet.

scott s.
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In his tutorial he is using the Material Editor Create Material method. But it didn't seem like he was using a texture sheet, rather tiling a smaller texture (like maybe a 128x128). What I and I think OP are interested in is creating a 1024x1024 texture sheet with different parts of a sheet used in different places on the model. I was getting the texture placed, but when I exported it was trimming my texture sheet so it only included the portion that was actually used which defeats the whole idea of a texture sheet.

scott s.
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In his tutorial he is using the Material Editor Create Material method. But it didn't seem like he was using a texture sheet, rather tiling a smaller texture (like maybe a 128x128). What I and I think OP are interested in is creating a 1024x1024 texture sheet with different parts of a sheet used in different places on the model. I was getting the texture placed, but when I exported it was trimming my texture sheet so it only included the portion that was actually used which defeats the whole idea of a texture sheet.

scott s.
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You are talking about something similar to UVW mapping no?
Sketchup is not really good for that. its more of a point and click sort of thing.
 
I don't know if it's relevant in this discussion, but thanks to this thread, I managed to get a sticky problem (for me) solved.

For simple building models, I've started with paper card models from fiddlersgreen.net - first attempt - a "methodist church" (because it's relatively simple, basically all straight lines)

For sketchup, I rearranged the fiddler's green cutout sheet into a 1024x1024 image - rearranging the various "pieces" so that they are all properly oriented.

I made a square recxtangle and "imported-as-texture" the squared-off image

Being lazy, I didn't just make a rectanlge and push/pull (extrude for you gmax junkies) it into shape, but being a die hard luddite, and showing masochistic FSDS roots, I created each rectangle part right on the tecxtured big rectangle. In essence, I'm using the large textured plane as a backdrop and cutting out the different cookies, which are then copy/pasted outside of the backdrop plane, and rotated/moved into position. (okay, so there's always a little bit of fiddling to make things 100% match.)


The steeple, after several attempts, presented the biggest challenge. Since it's a curving shape, it can't easily be mapped, so I used the " projected texture" method - Created a rectangle to match the shape and textured THAT and then projected the texture onto the curved shape(s).

SO, it's not the most complicated of shapes, but in my case, I started modelling with the square texture sheet set up, and used that as a backdrop to create the different bits - already mapped!

This approach, of course, is probably only useful when you start from a paper-card model sheet, but it's fun!
 

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Nice, Felix. That's a rather strange place for the (oversized) chimney though... ;)
 
GSU has an interesting tool that allows you to take a photo image and mark off corners and edges of a building in the photo and uses that to create the geometry from the perspective in the photo. The have a more advanced on line version that uses multiple photos and as you work your way through them it improves the results. It only works where GE has a set of images existing for the building.

scott s.
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Nice, Felix. That's a rather strange place for the (oversized) chimney though... ;)

<G> I went strictly with the images as provided... I did forget to place the bell. IN the card model it's just a flat print, but for FS purposes, I'd have to model the whole thing and figure out a way to have it toll at noon on Sundays.....
 
GSU does give us a way in which to combine textures and place them... with the tutorial mentioned above and using the right click (on the mouse); clicking in the submenu "position"... that way your able to use multiple textures within one sheet.

To start: create (create a new jpg file) a 1024 x 1024 sheet in photoshop (or whatever photo editor) ... open the textures in which you want to make into a single sheet texture.. copy and paste them into your new created sheet. re save the one single sheet.

Then position the textures within GSU... I have done one model as such with pretty good results..
 
Did a little playing in GSU and I haven't figured exactly what causes GSU to create a new texture from the one you are using that includes the portion that is applied to a face. Also I'm not sure when you should use the "perspective" option on the texture, though I do see how that can be used to wrap a texture across more than one face.

scott s.
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Did a little playing in GSU and I haven't figured exactly what causes GSU to create a new texture from the one you are using that includes the portion that is applied to a face. Also I'm not sure when you should use the "perspective" option on the texture, though I do see how that can be used to wrap a texture across more than one face.

Gmax and GSU seem to have at least this much in common: their documention sucks. :mad:

As best I can figure, this is "the rule": if you reposition the texture so that it is no longer entirely on the same plane, GSU will create a seperate texture for that surface.

In fixed pin mode, this means using the yellow pin, which will "tilt" the texture so that it is no longer on the vertical plane. (The blue pin makes the texture taller or shorter or slants it left or right on the vertical plane. The green pin makes the texture wider or narrower or rotates it on the vertical plane. The red pin seems to define the center point about which the other pins work.)

In free pin mode, GSU will always create a new texture UNLESS you a) don't move any of the pins in a direction other than absolutely horizontally or vertically, and b) move pairs of pins so that the texture remains absolutely square and flat.

This is why I try to use fixed pin mode whenever possible. I use free pin mode for times when I'm using a photo that was taken on an angle and can't be properly fit to a surface using fixed pin mode.

Hope this makes sense. Having spent a lot of time using Gmax, I prefer the way GSU handles textures. Once I got it figured out, it seeems easier.
 
This is a little off subject, but Just looking at possible opinions on a particular subject... Lets say you create a model using GSU and you made all transparents (Windows) of the building, well, ... transparent.

Would you make the "_LM version" stay transparent or change it so its not transparent and add highlights to the windows..

plus if you keep it transparent, what would be the best way to add lighting?
 
I'm assuming we're talking about a building that's textured inside (otherwise why bother with transparent windows?). What I do is just make a copy of the interior textures and use that for the interior LM textures, and the windows I just leave transparent. That way the inside of the building appears lighted at night and you can see it through the windows from the outside.
 
Here's an example of what I'm talking about. Only the interior has an LM texture...the outside and windows don't.
 
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Here's an example of what I'm talking about. Only the interior has an LM texture...the outside and windows don't.

Thanks Sidney,... It didn't even occur to me to do that! Thanks.... Just to be certain I understand you: Your taking the interiors sides of the model and "lighting them"?
 
Yes, that's pretty much it. So if my daytime interior texture is named large_hanger_interior.bmp, I just make a copy of it and rename it large_hanger_interior_LM.bmp. Of coure if you want to you can also adjust the intertior LM texture so it's less bright. The windows just have the one transparent texture.
 
There are a few threads on this

In order to apply textures from a texture sheet, create the new texture sheet in SU (giving it a realistic size helps- i.e. if you texture sheet covers the side of a building say, 20m long, then make that the width of your texture sheet in SU)

Next apply the texture to the face. It will look all wrong and out of place.
Now right click on the face and select- Texture > Position

Now use the pins to scale, move, alter the texture etc.

However- Textures taken straight through from SU wont be able to use the FSX material features (i.e. night maps, reflective maps etc). In order to do this you will need to import the model in Gmax, delete the texture assignments (not the maps, just the actual texture- There will be heaps!) and then recreate the texture as an FSX texture. When you reapply this, most of the mapping will still be there but will need tidying up. For this reason I only now use Sketchup to do the basic shape etc and the texture and finish in Gmax
 
Gmax and GSU seem to have at least this much in common: their documention sucks. :mad:

As best I can figure, this is "the rule": if you reposition the texture so that it is no longer entirely on the same plane, GSU will create a seperate texture for that surface.

In fixed pin mode, this means using the yellow pin, which will "tilt" the texture so that it is no longer on the vertical plane. (The blue pin makes the texture taller or shorter or slants it left or right on the vertical plane. The green pin makes the texture wider or narrower or rotates it on the vertical plane. The red pin seems to define the center point about which the other pins work.)

In free pin mode, GSU will always create a new texture UNLESS you a) don't move any of the pins in a direction other than absolutely horizontally or vertically, and b) move pairs of pins so that the texture remains absolutely square and flat.

This is why I try to use fixed pin mode whenever possible. I use free pin mode for times when I'm using a photo that was taken on an angle and can't be properly fit to a surface using fixed pin mode.

Hope this makes sense. Having spent a lot of time using Gmax, I prefer the way GSU handles textures. Once I got it figured out, it seeems easier.

thanks for explaining that. I was kind of scratching my head. Also there is the option of "wrapping" vs "projected". I suspect projected will create new texture files on export. I've been playing with some plug-ins and got distracted from doing anything productive.

scott s.
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