Locomotive
-
I'm experienced with PS, so how does one export the texture?
-
But what texture if you only want to texture the model in PS? You can export a non-textured model and texture it in PS OR texture it in SU and eventually maybe tweak that texture in PS and reload it in SU (now it is even easier than before (works only on single faces); Right click the textured area > Texture > Edit texture image... and it will open PS (provided you set it at Window > Preferences > Applications) and whatever changes you make in PS,on saving, they will be immediately reloaded and reflected in SU.
-
Thank you, and how does one see the polycount of the models.. I see SU shows triangles, is it the same thing?
-
Window > Model info > Statistics. Triangulated surfaces are generally not good since they are the sign of non-planar geometry/modeling but surely even the least organic model (such as a locomotive) can have them easily. You can "rid" of them showing by smoothing your surfaces (select all > right click > Soften/smooth edges OR do it manually with the Ctrl+Eraser tool)
-
I see alot of info but I'm not familiar with these statistics, which is the entire polycount of the model?
-
Edges (and faces). In fact, edges AND faces would be fully correct (and in true relationship) only if everything were triangulated although a lot of faces could still share the same edges.
So mostly edges.
-
How does one optimise the model besides soften edges, if possible?
As my first model it has tiny gaps and such and I'm trying to prep it up for texturing, also about the groups, i have too many (over 200), just clicking expand will elimiante the group (but not the item that inside)? I wan to delete all groups and start regruping everything properly, how do I go on with the task? Thanks for having patience. -
After you exploded the outer "shell" group, there may be nested groups inside but everything is still selected. Just right click again and go on exploding until you are done with everything.
I'm still not sure however that this is the best idea you can do with such a complex model. Once exploded, it will be hard to precisely select what you want to include into a group.
You can always "heal" tiny gaps (within the same context - i.e. in a group or in the model if everything is exploded) by redrawing an edge of what's supposed to be a (coplanar) face. Intersection can also help al ot (I see that the two halves in your model do not precisely line up with each other).
-
Nice, model..although i see you have some faces that need to be reversed(the blue ones), otherwise it could creat problems with renders and such..and also a nice clean model is better:P
For a beginner you did well, so congratulions are order...
Food fo though, as you got right the basic shape...you could start modelling the details rather than putting texture, or you could do both.
Cheers, happy sketching. -
Thank you, I already made it relatively detailed but since I didn't know the polycount I called it done, some details:
It's going to be exported and put in Microsoft Train Simulator so I have to texture it but first I have to regropu everything and it's a pain. And some panels dont quite fit but its too late to correct.
-
is there a UV mapping plugin or something like that? I searched but didn't find anything but I'm desperately hoping there is, or a 3rd pary UV mapping program that works well with sketchup?
Thanks. -
Search for UVTools and you'll find it.
-
@raduteo said:
is there a UV mapping plugin or something like that? I searched but didn't find anything but I'm desperately hoping there is, or a 3rd pary UV mapping program that works well with sketchup?
Thanks.any luck yet... im thinking of learning to uvmap as well
Advertisement