Unwrap rendered textures for SU
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Blender
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@tig said:
I'm not sure why you'd want to do it...
But you can combine several textured materials into one [context-menu]Ok nearly there, see the image above, note the brick texture, if I render this we get a realistic brick structure which will have bump map, so on, replace the original brick texture with the rendered texture, would this not give the effect of a more realistic brick structure in SU?
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I don't think so ?
I'm still unclear on the workflow, intentions, end-result hoped for etc... -
Oh sorry, I need to import into unity3d and would like to render the image first and reapply it to the model as a new texture, to try and get a better result, unity doesn't render the textures that well so I'm looking into rendering a texture before importation to see if the texture improves within unity
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In other words I'm just experimenting
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@iichiversii said:
I need to import into unity3d and would like to render the image first and reapply it to the model as a new texture
Now that's exactly LightUp. It does not only bake textures (and not only with bumps and all but even lighting) but also can export to Unity with these baked textures.
[flash=600,480:3cgyb2fd]http://www.youtube.com/v/eNI2RjNsRwY[/flash:3cgyb2fd]
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If you want to do it on the cheap and don’t mind a little elbow grease, you can use SU and Kerkythea. I’ve done it by changing the camera settings in SU to “Parallel Projection,” and having the lighting set, then exporting to Kerkythea via Kerky’s plugin. The cool thing is that Kerkythea will preserve the camera and lighting settings. You apply textures in Kerky (if you want to) and render a parallel projected picture. Do that for all perspectives (top, front, side, etc).
At this point you can edit them in Gimp or something like that (if you want to.) Then go back to SU and use the pictures you just rendered in Kerky as your new SU textures. They’re poor man’s “baked” textures then. Of course this is easiest with models that have flat surfaces like a house or something and it’s much more complicated with more complex models.
Kerkythea link: http://www.kerkythea.net/joomla/
Edit: I just remembered there is something called Model Converter X that will combine the SU textures into one file to minimize drawcalls in games, etc. http://www.fsdeveloper.com/forum/downloads.php?do=file&id=83
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You answered a question there I had pondering around in my head for sometime about draw calls, so does texture baking reduce the number of draw calls per scene? Or does it complicate the scene more?
it's something I had posted recently about understanding draw calls which I'm new to, unfortunately most sketchup artists never heard of the term draw calls
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@iichiversii said:
unfortunately most sketchup artists never heard of the term draw calls
Maybe because most of them aren´t interested in game development
Anyway, have you tried Unity Developer Network?And since persistence and talent is something you don´t lack, experimenting with other 3D modeling software won´t hurt. It can actually be fun. Even Blender
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Damien would have learnt Blander by now if he took heed to the advice numerous members suggested.
SketchUp does exactly what is was meant to do. It doesn't want to be a character animation application or a game development tool. Sure you can model assets in SketchUp but you will run into difficulty as soon as you start importing meshes into other applications if your mesh isn't primed correctly.
For those who's budget is zero Blender is extremely powerful and the level of tutorials out there is immense. v2.6 is the best yet and it's UI overhaul make it super simple to adopt to.
3 months invested in Blender will translate to other commercial applications also. So your time spent with it isn't in vain.
I'll say it one last time. Learn Blender. You won't regret it.
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Lol, I am Rich, iv made a lot of progress so far, I took your advice don't you worry I'm learning other program's too, I still enjoy sketchup more and always trying to find new ways to use sketchup, I also understand Not many SU users know the term draw calls and it's not just for game development, draw calls would also be needed to be taken into consideration when developing a 3D visualisation tool on mobile devices, it's something that I learnt in a study of viewing SU models via my iPhone, I like to test the boundaries and see how to make something work that does not work, it's the buzz of making things work, like for example my character models which were created inside SU but created in a way it would work effectively once applied to another outside program like blender, Houdini, 3D max and so on, it's the trill of getting results and a better understanding of how to model effectively and perfect my technics.
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That download of ModelConverterX doesnt seem to work for me, everytime i launch it it crashes, very strange and its a shame as it looks like a promising tool
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Hmmm. I've used it in XP and Win7 both without any issues. I think it does require MS .NET framework -- if that helps.
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@chad3006 said:
Hmmm. I've used it in XP and Win7 both without any issues. I think it does require MS .NET framework -- if that helps.
Yeah I installed MS .NET framework, seems as thu the download is broken, once I download it it causes an error, I'll have a look at it again tonight and see if I can fix it
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