Export all textures in model to one image file?
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Hello folks,
I'm looking to use my old SketchUp geo models in a new game called Cities: Skylines.
Unfortunately the game accepts only one image file for the textures.I have this model with about 90 seperate textures:
Can I export all of its textures into a single file? Like this example?
Cheers Eduardo
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Not in SketchUp but if you export it and use an app that has texture atlas uv method you can do what you need.
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Thanks Rich,
There is no super-duper SU plugin?
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LightUp can make a baked atlas map.
So, yes there is a super-duper plugin.
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This simple script might do some of what you want.
File goes in Plugins folder [install it from the RBZ].
In the Ruby Console type [or copy/paste]: TIG::TextureBaker.new()
All Textures in the Model are assembled into a 'ComboTexture' Material.
Which contains a 'ComboTexture.png' image which you can export.
You could also add code to export it automatically.
The textures are arranged side by side, but you can manually edit the image to rearrange them, or add an algorithm into the code to arrange in a block rather than a line.This is a beta-version - please save before using in case of issues - it's not yet in the Pluginstore...
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Does this respect mapping? Or just create a collage?
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It's a collage of swatches for all of the model's textures side-by-side.
It could be adjusted to include mapped [skewed] textures as additional swatches.
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But does it merge all materials into one big material wich is applied in the different faces with different UV's so it seems a lot of different materials?
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No.
It sort of does what the OP wanted.
It merges all textures into one material.
BUT then the user must apply that to the faces, positioning the texture on each face so that the relevant part of the image is used.
I can see that if it's 'tiling' this will cause issues...
To map the faces is far more complex and involved... I'll think about it... -
that's pretty awesome nonetheless....
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I didn't know batman had supercharged blue laser emitting nipples
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@tig said:
I can see that if it's 'tiling' this will cause issues...
To map the faces is far more complex and involved... I'll think about it...Tig I guess you know that this is being increasingly requested by game developers that want to use sketchup. If you'd succeed on this endeavor probably sketchup would get and immediate amount of new users as not everyone is aware of Ligth Up capabilities.
I guess that, with the new hype around game engines and arch viz, probably this would be the right time frame to shoot at it...
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Whaaaaaaa, Tig you gotta further develop this, JQL is right, it's what game developers need when using sketchup, it's the lack of texture atlas capabilities that gets to me
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+1 for JQL on this !
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If you want to create a collage may be you should use a special collage making software? (http://ams-collage.com/ for example) I guess it would take less time and efforts..
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I've been looking into exporting to Cities Skylines myself. First thing I ran into was that FBX files from SketchUp would not load in the game. I did however find a way to patch them - and I wrote an extension to automate this: http://www.thomthom.net/thoughts/2015/04/export-from-sketchup-to-cities-skylines/
As for creating a single texture, that's a challenge. I have a bunch of models for building in my town - from my previous job at an architectural office. They also have multiple maps.
I did one test where I manually merged four maps into one. But with models like the one you have - that's trickier.
I haven't used it myself yet - but it looks like Dale Martens' SketchUV might be an alternative: http://sketchucation.com/pluginstore?pln=DM_SketchUV
It let you link up to third party UV mapping tools such as RoadKill: http://www.pullin-shapes.co.uk/page8.htm
Not sure if there is an automatic way to merge multi-maps into one. Would be nice.
The challenge here is that the game prefer certain image sizes:@unknownuser said:
Generally the buildings use 1024x1024 maps, or 1024x512 if the building is small or simple. If working on a large building, try to see if it can be fitted in 2048x1024 size before making a 2048x2048 sized map. We try to refrain using 2048x2048 maps, and use them only in really important and huge buildings, such as a stadium or an airport.
http://www.skylineswiki.com/Asset_Editor
So one would have to extract all textures, try to fit them into 1024x1024 - meaning you'd also have to resample it. Then there is the challenge of determining which texture is the most important - you don't want a small item in your model which happen to currently be using a huge texture to occupy most of the space in the unified texture. (Maybe it's possible to determine by the size of the mesh it's applied to - but this get complicated very quickly.)
You probably have to account for doing some UV unwrapping and spend some time in PhotoShop. Or possibly there are tools that let you composite these maps inside a 3d editor. I think I saw that in a video once - though I don't recall which one it was.
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Here's one way of doing it - if you have 3dsmax:
Youtube VideoMaybe something similar can be done as an extension, make copies of the faces onto a flat surface. Use a packing solver to fit them into a square. Then one could use the Make Unique Texture function in SketchUp which merges the selected coplanar faces into a simple texture (Which I think might be 1024x1024...). The packing solver is the challenge here. Looking for libraries of polygon packing solvers.
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Here's another one - where he's using something called Substance Painter to create the textures:
Youtube Video β [47:04..]Haven't used it myself, but looking at the video it looks really nice.
https://www.allegorithmic.com/products/substance-painter -
tig.texturebaker.rb is a fake i became a member paying and is not working ...dont' post thing is are not working just for stealing money !
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@francolino said:
tig.texturebaker.rb is a fake i became a member paying and is not working ...dont' post thing is are not working just for stealing money !
You have made several basic errors in your assumptions.
You do NOT need to have a paid membership to download.
I do NOT post things that do NOT work.
I am NOT stealing your money.
But rather, you are wasting it.To accuse me, or SketchUcation, of stealing from you is tantamount to a libel !
Had you read its guidance notes - and I do describe it as an example 'beta' script - then you might appreciate how it is intended to be used...
You DO need to do some work to complete the process...
It might not work how you hope, but it works as advertised...
Reread the notes...As I said, it was a freely offered example of code to be tried out - for any member to download and test - whether or not they had a paid membership !
AND it's now several years old, and things have moved on...
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