Is there a way to bake textures to material
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ok maybe the description is a little misleading but its the best way I can explain it basically, we imported 3d models from a dead game that we want to recreate but a major problem is that, that game had objects that had thousands of unnecessary polys. So I want to delete them while preserving the way the texture is on the surface. Here is an example
this is an unedited object, as you can see there is many triangles, the texture is properly uv mapped according to the textures.When I delete some triangles it continues its texture as if the surface wasn't UVmapped
What I want to do is be able to delete the unnecessary triangles making the faces into quads and ngons while preserved the way the texture looks on the surface. when thinking about this I immediately thought of some type of "baking" method but honestly that sound too easy. Does anyone know or have any ideas how I can get this done?
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See thomthom's quad-face tools which has a proto combine-textures idea - in one of the linked movies.
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I'd suggest using Deep exploration.
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@solo said:
I'd suggest using Deep exploration.
TIGs way sound very interesting because I actually wanna work with this in sketchup BUT I hadn't known deep exploration can do this. I google searched but came up with nothing, care to elaborate? It will be much appreciated.
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Got a simple model to test with?
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@solo said:
Got a simple model to test with?
http://www.2shared.com/file/gUkUFzLx/Map_Prop1.html
Here ya go =p -
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This was a quick hack - make one face's material 'unique', then select all faces and use 'combine...' to get one large combined texture.
With unfold/quad-face tools you can make a larger texture to wrap over a mesh... -
your method worked PERFECTLY thank you this will make my future projects much nicer!
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Just one last question, is there a way to convert triangulated mesh to quads?
I could just manually do it all but im going to be working with literally THOUSANDS of models in the next couple of weeks and this could save me a bunch of time. Thanks in advance.OH by the way TIG your method is very good but I have come to the conclusion that it wont work 100% for my needs. When I try to do allot of quads together the texture gets messed up also some edges are ngons so ultimately its not going to work out well in the end. I am VERY interested in hearing about that Deep exploration method, I checked on google with no avail. I am convinced its possible but I just cant seem to figure it out. Thanks for you help thus far!!!
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@blah11 said:
Just one last question, is there a way to convert triangulated mesh to quads?
I got a version in QuadFace Tools. Mind you, it's a beta version, and the tris to quads method if the least mature function in the toolkit. It does work well some times, while other times it doesn't process things right.
But give it a try. And please do share some models that shows problems as I need more real world testcases to analyse. (I'd be happy to get working models as well - for comparison.)
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@thomthom said:
@blah11 said:
Just one last question, is there a way to convert triangulated mesh to quads?
I got a version in QuadFace Tools. Mind you, it's a beta version, and the tris to quads method if the least mature function in the toolkit. It does work well some times, while other times it doesn't process things right.
But give it a try. And please do share some models that shows problems as I need more real world testcases to analyse. (I'd be happy to get working models as well - for comparison.)
unfortunately the remove tris option in your tools did not work for me at all sorry.
I'm glad I gotten attention do mind if I make a suggestion? Like TIG said, his method that basically bakes the texture and turns the entire face into one giant texture, it works surprisingly well. I don't know if that was an intended feature but id defiantly look into it for the future it could be a great tool for people who imported already uv mapped objects, and to possibly recreate them. I think what messes it up is that some faces are tris and others are ngons and I know your tool doesn't support that but who knows, in the future =p...Let me show you what im trying to do with your tool. Here is an image of the 3d model roof I am working with
and as you can see there is in fact some tris and ngons but those cannot be messed with otherwise the UV will be incorrect, I had manually deleted the tris making as many quads as possible.
When I make one quad "make unique texture" then select the entire roof and "combine textures" and erase lines inside, it indeed does do what I wanted with an unexpected twist, as you can see in the materials window it made the entire roof its own texture and UV which is quite possibly one of the most useful feature I now have the pleasure to use, though I lost detail in the texture as a whole "got blurrier" AND most spaces where they had connected they made white lines and displaced a little.ALTHOUGH when I only do quads it works perfectly. as seen in the black bounding square
Overall I think you're a prophet of skethcup and you really made the tool I was hoping for ever since sketchup came out making my texturing MUCH simpler though the thing is it doesn't work perfectly. I would like to watch this tool in hopes that it matures, being able to just take a flat plane that is tessellated like this and delete the unneeded lines while preserving the texture the way it looks without loss in detail would be an awesome addition to your tools. Personally id use it every day.
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@blah11 said:
unfortunately the remove tris option in your tools did not work for me at all sorry.
Did you convert the mesh into quads first? Using the Convert Connected Mesh to QuadFaces function? ( Select two triangles forming a Quad and start the tool. )
If you can manage to convert the mesh into Quads - such as QuadFace Tools recognize it - then you wan triangulate and de-triangualte the quads back and forth while preserving the UV mapping. -
Had a quick look at your model. When I made the quad into quads that QuadFace Tools can work with I could remove the triangulation while preserving the UV mapping.
[flash=420,315:3m98r819]http://www.youtube.com/v/2YgmI5E_bPc?version=3&hl=en_GB[/flash:3m98r819]
The automatic conversion only worked on the top part. For the lower part it didn't find the quads correctly. But the converter is a WIP atm. But if you do have Quads, then they can be de-triangulated.
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@thomthom said:
Had a quick look at your model. When I made the quad into quads that QuadFace Tools can work with I could remove the triangulation while preserving the UV mapping.
[flash=420,315:bqoasve2]http://www.youtube.com/v/2YgmI5E_bPc?version=3&hl=en_GB[/flash:bqoasve2]
The automatic conversion only worked on the top part. For the lower part it didn't find the quads correctly. But the converter is a WIP atm. But if you do have Quads, then they can be de-triangulated.
good stuff, works. Has some small problems with deleting the wrong triangle sometimes but that can be worked with, overall a much better time saver. I hope its not rude of me to ask but you seem to know your tools very well.. "stupid statement I know lol" but is there any way I can use your tools to preserve the textures on the surface the way they are and delete all the quads and triangles inside? This is the main reason why I'm using sketchup because no other feature that I know of in any other 3d program can come remotely close to what your tool has done for me so far with this project. Just trying to get the job done
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Merge quads? hmm... no such thing atm... but that's a good feature...
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if anyone is interested I found another method. This will only work if you have 3dsmax
Basically you must bake the texture in 3dsmax but obviously don't have any lighting or shadows checked when you do so This will generate a texture file. Export the 3d model to .dae then open deep exploration and re apply the texture to the model, you wont need to re size just that when you export for some reason it doesn't carry the texture with it. Then export to sketchup and you then are free to delete whatever mesh you have in the middle without ruining your texture.
The downside to this is when the texture is baked it is severely degraded, im still looking for ways to fix it.
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