• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

Rendering building texture

Messages
994
Country
macedonia
Hello there,

This is a new way creating the textures, since now, I was creating the textures one by one texture, everything separated.Now I'm trying to make it using UVW Unwrap Map Render Template option (I don't know how it's called exactly) and I saved my template of 1024x1024 dimensions.I have already made texture for my terminal (1024x1024), when I scale it to 256x256 approx, to get smaller texture to apply it to the template, the quality is really low, I saw many terminals bigger than mine using 1024x1024 and their textures are really good.How can I increase the quality of the texture itself in the template? Thank you all in advance!

NOTE: I have done this process in prevous buildings, such as smaller buildings, but for terminal I have never done this, so this is new thing for me, I hope you understand me.
 
Hi,

I'm not sure what you are doing to get 256 x 256, but that will never texture a building the size of a terminal without being blurry. Do not convert it to 256 x 256, let it remain at 1024 x 1024.
 
My texture is 1024x1024, I have render template and it looks like this: (below), and if I remain my texture at 1024x1024 it covers the whole template, if I just cut up the pieces of the texture's parts I need (the roof) I won't get tiles, I will get only one line (the separating line in the middle), I want my terminal texture tiled, is it possible to make a selection (selected parts (roof)) and make tiles from it using uvw unwrap map?

upload_2016-12-9_20-51-21.png


The white covered area is the roof parts I need.

upload_2016-12-9_20-51-50.png


And this is mine terminal texture, I need this in the first image, in the selected parts but in tiles, how does others make it tileable?? Thank you in advance!
Will UVW Unwrap + UVW Map principe work for this ? I tried but unsuccesfull, I need a images or video tutorial, I can't really understand exactly from text, but if it's simple, I'm sure I can understand.

Thank you once again! Looking for an answer :)
 
Even at 1024x2, that will still be blurry with those long spikes. Have you thought of chopping them into short sections and stacking them in a row on the texture sheet? You want wide area, not tall thin things. Try cutting the UVW's into sections and filling up the texture sheet that way.

Here is a for-instance. If I had something that was 1 inch high and 10 feet long (3CM x 3 meters), I would cut up the UVW so that it was in say 3 sections, and stack them side by side in the UVW texture sheet so that I could give the texture a cool materal, like wood, concrete, etc.
 
How about applying my single terminal texture (1024x1024) to my terminal parts and make render to texture with diffuse map?
 
Even at 1024x2, that will still be blurry with those long spikes. Have you thought of chopping them into short sections and stacking them in a row on the texture sheet? You want wide area, not tall thin things. Try cutting the UVW's into sections and filling up the texture sheet that way.

Here is a for-instance. If I had something that was 1 inch high and 10 feet long (3CM x 3 meters), I would cut up the UVW so that it was in say 3 sections, and stack them side by side in the UVW texture sheet so that I could give the texture a cool materal, like wood, concrete, etc.

I tryed it, still blurry :/ No changes really.
 
Hi,

I think he means expand the size of the pieces until they extend all the way across the texture. That will make them sharper, but take up more space.

You cannot tile images unless they stretch all the way to the edges of the texture. If you want to tile in both directions at the same time (X and Y) then the entire texture must be composed only of the repeating element. The default roof textures (tileroof_2.bmp or tileroof_2.dds for example) use this technique to use a small texture to cover a large roof.

However, you can also have a texture repeat only horizontally or vertically. This these cases the relevant area only needs to extend to the left and right edges of the texture for horizontal tiling; the rest of the texture above and below this area can be used for other things. Vertical tiling works the same way for the upper and lower edges of the texture.
 
upload_2016-12-10_18-48-45.png


This is UVW tiled texture (single texture 1024x1024).

I want my unwrap render template quality like this, is it possible?
 
This might help...

Add some edge cut lines. (You already have some it looks like, unless those are graphic lines).
Then in the UVW sheet, you simply separate the parts (textures) into a stack.
Dont forget you can also rotate them, so they are all horizontal or vertical.

Mind you, you may need more then one sheet when increasing the area of the parts mapping zones. On this, the 'stack' is scaled up quite a bit so that you can put on roof details; gravel, textures, AC shadows, etc.



Example.jpg
 
My friend from ORBX helped me, I cutted all the parts and scaled them into the whole 1K texture.Thank you all.
The roof is different texture while the white metal sheets are also different texture :) Hope you like it!
 

Attachments

  • clipboard_image.jpg
    clipboard_image.jpg
    31.7 KB · Views: 386
Back
Top