Searching for concrete block wall texture
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@maalox said:
So 3 questions:
- How to get the correct scale/image size for the import, and
- how to set a relevant origin point, and
- how to create the skm file so the scale of the import is retained.
- All you have to do is count the bricks (blocks). If you have 3 concrete blocks wide in your texture then you should enter 4' or 48 (for inches). Because your image is, in real world scale, 4'-0" wide. Make sense?
- When you cropped the image in PS you should have done so at a mortar joint on all corners. When you bring the image into SU you should start your texture on the lower corner of the surface you are painting. This sets the texture origin from then on.
- If you bring it in properly as stated above, SU should save out the skm correctly. If you have to resize it in SU (right click texture/position) then try to save it, SU will default to the scale you imported it (I am pretty sure )
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Boofredlay,
The scale thing isn't working. I count the bricks in a horizontal course, multiply that times 8" and enter the resulting number in the VCB. Then I pull a guideline from the corner 8" and they do not match. The brick are twice as long as they should be. So I check the dimension vertically by pilling a guideline up from the bottom and the scale is wrong vertically also.
So evidently the scale of the image is wrong or something else is wrong. Maybe the Acme brick aren't standard brick.
The bottom line: 'it don't work'.m
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The size coming from the Acme Brick Designer has nothing to do with it. The size you save the image also has nothing to do with it. Your jpeg can be 300 pix wide or 30,000 pix wide, it does not matter. When you import it is when you set the size your image is going to be used by SU.
If your jpeg shows 10 bricks wide then when you import, you should type in 80". If you have 5 bricks wide, 40".
Make sure your units are set to architectural in SU. Maybe you have metric set up???
Here is another example.
I created an image of 5 bricks wide and 5 bricks high.
I went to File / Import. Import as texture. This image shows me hovering over the face I want to paint.Here I select the corner first and drag along the bottom, then type 40 and enter.
This is the resulting texture. When I measure the brick it is correct.
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Boofredlay,
That one did it! The missing key was "drag along the bottom". I was dragging diagonally.Now the scale works!
Thank-you for your perseverance.
m
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Glad you got it to work
Now make a bunch of textures and post them -
Ok, What doesn't work now is the origin point of the texture.
When I import the texture and apply it to a face it does so correctly; I pick the lower left corner, drag horizontally then tpye in the scale number in the VCB. All is well.
Then I right click on the material icon in the materials in model window, then click save as and save the texture as a skm file. Then I refresh the materials browser and the new material shows up.Here is the problem: If I now pick that newly created material and apply it to another face, the origin point is not the same, it's kicked over several inches. I can right click the texture, select position and see the correct end point and then move the texture.
But why is it screwing up? Is there another subtle key I'm missing?
This texture stuff is too freakin' difficult!
m
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From what I understand, your origin point is coordinate based, not geometry based.
For example, if you create your texture and have the bottom left brick at 0,0,0 then that is where the origin point is going to be.
Now when you create a face to paint, if the lower left corner is not at 0,0,0, or on an 8" variation thereof, it will not "snap" to the corner.It seems you are doing everything correct, sometimes you just have to adjust the texture position.
I hope this puts your stomach more at ease... if not try this:
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LOL!
That's a good one Boofredlay.I was creating a 4' cube and applying the textures to it, two of the faces were correct but the others were not, and this bugged me. It would seem logical to for a texture to have a default corner to start from (for each face), but as you say that doesn't appear to be the case.
So for those textures that need to be perfect at least the adjustment can be made.
Thanks once more.
m
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Just an idea...
Tech Smith gave away version 7 of their Snag-It program (still available here and there). It seems to be quicker using it to grab a texture, save as a jpeg, then import into SU instead of using using Photoshop. It's built-in pop-up window makes precision selections very easy.Other screen capture programs with an area selection option should work as well.
For what it's worth.
m
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Boofedlay
I just started using the site you linked to earlier in this post and it's fantastic. Thanks -
You are welcome perk. I use it all the time.
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Sorry, I broke that link... Fixed now.
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