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Sketchup Texture Mapping Issues

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233
Country
us-kentucky
Hi all,

I am attempting to model some very low-poly cars for use as scenery objects.

Issue #1:
Each car is an individual component in Sketchup for ease of copying and modifying. When entering the component (double clicking on) and then exiting the component, the texture mapping of any Projected textures in the component distorts. This distortion changes every time the component is entered and then exited, as visualized below:

Correct mapping, already inside component:

KrWwwzQ.png


Upon exiting component:

K3ItnN7.png


Upon re-entering (the space around the cars on my texture sheet is black):

dW8SvFQ.png


Issue #2 (possibly related):
Upon exporting said vehicle in any format, the texture mapping remains distorted, even if it appears correct in Sketchup, as visualized below:

Front and back of car, prior to export (component exploded so that texture mapping will appear correctly):

4y2Uzj7.png
h3wh2kv.png


After exporting and importing into MCX after normalizing texture coordinates, note the difference in position of the front bumper area and the distorted back textures:

HW8pQ24.png
4snCTq0.png



This distortion, shifting and export weirdness is happening to all of the cars I have made thus far and I cannot for the life of me understand why.

Issue #3 (also possibly related):
Any time the viewport (camera) is moved around in Sketchup, the textures on the cars (and only the cars) appear to vibrate. Additionally, these textures appear quite 'fuzzy' in a way that all of my other textures do not. See below:

 
Hello:

Which version of FS are your exports from MCX intended for ? :scratchch

All your prior posts seem pertinent to FS2004 (aka "FS9"). ;)


Please choose a version of FS as the subject of a thread by clicking the 'down arrow' next to "(No prefix)" ...when starting a new thread. :pushpin:



This is most likely a result of allowing MCX DrawCall Minimizer to create a 1-piece texture sheet / atlas for mapped textures on the 3D model.

After that MCX DrawCall Minimizer processing, if the 3D model is output to a 3D model file format that Sketchup can import natively (or via a plugin Ruby script), you may not be able to retain / read the modified UVW texture coordinates used for mapped texture Materials output by MCX.

For edits in Sketchup, keep a backup copy of any 3D models exported by MCX that have not been processed by MCX DrawCall Minimizer.

Note that use of MCX DrawCall Minimizer to create a 1-piece texture sheet / atlas for mapped textures on the 3D model can be useful for optimizing run time FPS optimization in FS9 as it does in FSX / P3D.

However, 'some' MCX exports of 3D model file formats that Sketchup can import may not retain / update the modified UVW texture coordinates used for mapped texture Materials output by MCX in a format that Sketchup can display properly.

MCX uses a 3rd party DLL ("ASSIMP") and IIUC, is still a "work in progress"; MCX Collada *.DAE exports are sometimes a problem for Sketchup.

You may wish to use *.OBJ 3D file format for I/O to/from Sketchup / MCX via TIG's plugins for OBJ Import/Export to maintain multi-texture image Material UVW maps that can be read by both MCX and Sketchup import / export operations: :pushpin:

https://www.fsdeveloper.com/forum/t...ngs-using-sketchup-and-mcx.446617/post-835965

https://www.fsdeveloper.com/forum/threads/mcx-doest-show-collada-model.450842/post-869796


Note as well that "Batched" DrawCall optimization processing via MCX does not work in FS9 and only works in FSX / P3D SDK 3D models.

There may be some "Options" settings that you need to disable when using MCX for FS9 MDL / scenery BGL output compared to FSX / P3D.


I suggest it may be best to read the latest MCX manual, and ask any remaining questions on this specific situation in the MCX sub-forum: :idea:

https://www.fsdeveloper.com/forum/forums/modelconverterx.87/

GaryGB
 
Last edited:
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