How to Stay within 0-1 UV Coordinates in Sketchup?
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I'm making a game asset (a train) for Unity engine that requires only using 1 texture map. I got the flow of how to do this in Sketchup but now I have to clean up the LOD for the train. The problem I have is the texture is gone beyond the 0-1 coordinates of the UV and the LOD model displays strange colors in game when zoomed out. I must get the texture map within that 0-1 boundary to fix it. Is there a way to achieve this? How do we locate the 0-1 coordinate of the texture within Sketchup? Does the pins always indicate the origin of the coordinate when we click reset while in position mode?
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Can you share the file or even an image?
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@rich o brien said:
Can you share the file or even an image?
This is the original model
This is the LOD model
This is a test run in game (Cities Skylines)
This is what the train looks like when zoomed out
LOD Sketchup File as requested
CitiesSkylines_SubwayTEST_LOD2.skpNOTE: The LOD texture in the file is actually for the trailer cars. The front car in the images have a variation of the same texture but the UVs are the same. So when I want to make different liveries, all I have to do is swap out the parts in Photoshop.
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Thanks Rich but what exactly did you do? I see the texture map changed along with the UVs in your file. I ran a test in game. The trailer cars turned into tiny trailers when the LOD was triggered. Can you please explain what you did? Maybe I can figure out what's the difference between your file and mine.
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Yours isn't mapped correctly.
I created a new map and baked the existing textures to the new map.
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@rich o brien said:
Your isn't mapped correctly.
I created a new map and baked the existing textures to the new map.
What did I do wrong? Just want to learn from my ignorant mistakes. FYI I'm using a plugin ThomThom made that exports FBX files directly from Sketchup to the game asset folder. What did you use to bake the textures? I was trying to stay within SU. But I'm open to a 3rd party app if I can get it back into SU without the tri count exploding. I tried exporting to Blender where UV mapping is much easier but the face count grew significantly.
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I can't say what you did wrong without knowing what did in the first place.
I had to change the texture map because your map was not correct to the image. So I used the the way the textures were applied in your model and baked those to a new map.
I used blender to smart uv project and bake the new map.
Then I changed the assigned texture in blender to the new baked image and exported to Collada.
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Thanks again Rich. I was trying to UV this thing in SU using the native tools in texture>position mode along with Thrupaint and SketchUV. I figured out why your model turned to smaller cars when the LOD was triggered. For this game we have to set the scale and location in Blender before import to FBX from Blender. Anyway, I ended up cleaning up the LOD model in Blender and all look good now.
Using Blender UV tools felt like sex compared to SU. I hope the devs at Trimble take a serious look into giving us better UV tools once and for all.
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SU uses an older UVQ mapping method that isn't really the norm these days.
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