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Thread: Google Sketch Up

  1. #21

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    When making solid color textures there is no need for a large, i.e. 512x512 ect. textures. I make my solids 2x2! Works fine . . . but ONLY for solid colors.
    An example here is the copper green color I gave my HV wires, no need for anything larger than a 2x2 texture.


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    ............Vince ..............
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  2. #22
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    Yes, that's the other thing that should be pointed out to Steve and others is 'resolution' as well. Colors and very basic materials can be very small. Me, I like a little bit of variance in my colors and materials. A fleck of lighter and darker grey on a basic grey swatch to simulate aging and weather. So best to keep those at 32x32 or so to keep the subtle variances 'spread out' to a degree. As well, doing BIG buildings like office towers, I was under the impression that textures had to be 1024x1024 or more to encompass the entire side surfaces. Again, based on proximity to the tracks and/or detail to the building (old and intricate or modern and smooth)
    These textures could go down to 512x512 or less. As long as the windows and other pertinent definitions stay intact. Even if they get a little 'fuzzy' and chromatic squishing them down, it maybe barely noticeable for distant objects. As for objects that are close and visible by the cab view et al, larger resolution sizes that keep the image crisp in detail should be used. This is where I find it gets interesting, as some go out to find 'printer resolution' 2048x2048 graphics of say wood boarding and use those. While others can find decent 64x64 images of well photographed wood and use those. To me, there is no difference. Only if one tries to 'squish' 2048 to 64, or stretch a 64x64 image to be larger. So best to suss out good textures at a decent small size. In the case of your SignalHouse map, if it's at 1028x1028 - I would keep it that way. As there's not much benefit to MSTS or image by squishing it down to a thumbnail, or stretching it out to see the headlines on the newspaper in the upstairs window.

  3. #23
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    Sorry, I should also point out one's perfectly fine to 'redraw and repaint' a texture image to fix and/or better define details. Sometimes even simple 'squaring' of a image from say 768x812 to be 512x512 or 1024x1024 can cause slight distortion and such. Using MSpaint or other graphic program, you are certainly free to draw in with the pencil to better exploit window or sign edges, copy/paste a good window frame from the left and paste it over the blurred one on the right. Or carefully erase all the chromatic background coloring of a billboard and 'fill' it with a solid color. So again, small images can be improved to a degree based on software and ability. And even some of the best images can be even bettered as well.

  4. #24
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    Hi,

    For Steve, There's no problem at my end with asking questions, it's how we find out things. And as you've said, a lot of modelling in SU gets easier with practice.

    I'm in agreement with keeping the textures as small as possible. In the shots of the tower, only the wall texture and railings texture are 1024. Most are 512, and the 'solid' maroon and 'solid' green are 64. It doesn't show in the screenshots, but there's some of the variance that Noisemaker mentioned in those two textures.

    For the Colors, Colors-Named and Markers. they hide as a .skm in the folder: Materials/Google Sketchup 8/Google/Program Files (I have XP). Winzip won't look at them. 7Zip will. Extract them to a folder, and inside you'll find a 64 x 64 .png. I've converted a number of the .pngs to .bmps using Irfanview. The same can be done with the other materials, but be advised most of those are not square, let alone MSTS sized. If I do convert these, I texture the model with the converted .bmp, and not the Google texture because the mapping on the face will not be the same.

    For other textures, I've gone here: http://www.cgtextures.com/

    Doug Relyea

  5. #25
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    Doug, Noisemaker, Vince,

    Thanks Guys, although MSTS can be so frustrating and annoying to work with, isn't it just a great sense of achievement and satisfaction when eventually you manage to figure something out ?

    Gradually getting there though. Attached is a picture of this afternoon's work. This was just done for my satisfaction, taking on board everything you have said, there are probably too many poly's and too highly detailed texture to make a good model, will rework this along your suggestions.

    One thing though, couldn't have got this far without you all. Pity you live on the other side of the Atlantic, would like to stand you all a drink !

    Steve
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    Last edited by Steve Y; 07-14-2012 at 07:53 PM. Reason: spelling

  6. #26
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    Great stuff Steve, I'm on the first flight over to have a wee dram or two with you!

    You're structures looking great. But looks like you're planning windows on the side? This is the one that still baffles me when it comes to making textures for. For distant objects, many just go with a black fill, or texture image of a apt window and interior. And that's fine. But on close up objects, you can actually have 'transparent glass'. I won't even begin to describe the process, as when I do it I still get it wrong. But it is possible to have tinted glass, or dirty glass, etc. SU does give some good 'glass materials' to get you started. But the process of getting them to a working ACE for MSTS is fairly tricky between opacity on the SU vs. 'grey' in the Alpha Channel of the TGA and/or ultimate Ace. I'd recommend to go with a texture image for now if possible. And as you get your feet more wet with SU - you can always rework the model then.

  7. #27
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    When I first started, every texture was a full 512x512. I since split all my textures for an object into one 512x512 or 1024x1024 pattern. Saves alot of extra files being created. But have to admit my route has alot of full textures. Lining them up takes patience and time indeed. So far iv'e built skyscrapers, Staples, Best Buy, Costco, IKEA and a few others. Such a feat would have been impossible on my old Pentium , 450mhz with 256MB Ram computer.
    Rory

  8. #28
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    Hi Steve,

    Thanks for the offer, someday perhaps.

    On the texturing and details, it's more related to how close the camera will normally get to it in the SIM. It is difficult to say of something, however, "This will always be 500m from the track".

    There is a sense of satisfaction in looking at a completed model, and being able to say to one's self. 'I did that', I miss the hands on feel of HO scale, but on the other hand these don't get dusty, worn out or lose their coupler springs.

    Doug Relyea

  9. #29
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    Ah yes, the windows. Back when I used to model in 00-gauge (4mm to the foot scale) windows were either matt black or fitted with a transparency. I'll do some research and experimentation concerning "dirty windows".

    Of course when I've got a result that pleases me it can be used on numerous other models.

    I must say I have enjoyed myself the last couple of days. The sense of satisfaction even surpassing the time when I installed X-tracks and found all the wonderful new track sections to play with.

    Best Wishes to you all.

  10. #30
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    Hear you on that Steve. And that's one thing that does help speed up the process with SU, is when you know you have most of the Ace 'materials' to draw from. I like and use Doug's bridges a lot on my GTA route, but due to angles and such - had to make a few of my own. Knowing I have 'Concrete_Aggregate_Smoke', 'Rough_Metal', and 'Terrain' in my aces already. It's only then a matter of constructing the bridge just so, Exporting to S, and adding a Ref entry. And same with Transparencies. As long as I know the good glass Aces are 'Blue_Glass' or 'Dirty_Glass' etc. I can pick something like 'Antique Brick' for the windows in SU, and simply re-title it to 'Dirty_Glass' So it may look odd in SU when constructing, but by the time I open it in Shape Viewer, it looks great then.

    And looking forward to this new route of yours Rory. Not to sound like a thieving magpie - but I think I might make some of your new creations more at home on my GTA route than on your NWL. Like you say Steve, there's good satisfaction to making ones own in SU. But when you can find someone else that does just as good if not better work, as I know Rory's been getting pretty good now too. That can save a lot of pain and frustration from making it in SU as well.

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