Thanks, Jim, for your original generous offer to update your existing tutorial on GMAX / xNormal methods.
I understand that you may have other activities which merit your attention right now, and that there are instead some pre-requisite self-study learning resources which you might otherwise point us to, rather than laboriously including such a wider scope of info in your own tutorial which, IIUC, might be regarded as involving information and methods suitable for more "advanced" would-be FS Developers.
The video you linked us to in your post immediately above was impressive, and thought-provoking about just how complex of a 3D model one could actually process using xNormal, compared to the more commonly used 3D models we might purposely make for FS with reduced complexity.
Thus far I have not worked with GMAX much less 3DSMAX, or with Blender, to see how they achieve rendering and "baking"
ex: Ambient Occlusion ...from within their
own application work-space.
In Sketchup, most photo-realistic rendering plugins I have tested output an image of the work-space from a single camera viewpoint that would upon completion, then have to be
manually mapped as a 'replacement' Material onto the visible Faces of the 3D model, and thus are only practical to use for
ex: architectural visualization of a particular scene.
Those are essentially photo-realistic rendered 'screenshots', rather than actual texture images which can be used as a Layer in a graphics application to be utilized with other Layers via
ex: a "Multiply" blending method.
xNormal appears to offer a very practical alternative to such an otherwise laborious process in Sketchup.
Your reference above to critical importance of specific types of vertex positioning in UVW mapping texture image Materials onto Faces that may require
manual post-processing outside of Sketchup in
ex: GMAX, has me concerned as to whether one can successfully unwrap existing Sketchup Materials to create Texture Atlas Sheets
semi-automatically in another 3D modeling application such as GMAX / 3DSMAX or Blender.
It appears substantial work is otherwise needed to
manually create Texture Atlas Sheets
prior to mapping Materials onto Faces in
any 3D modeling application.
I'm curious if you have thus far identified a way to generate Texture Atlas Sheets
semi-automatically by unwrapping existing Sketchup Materials via a plugin Ruby script within Sketchup, or external to Sketchup in any other 3D application such as GMAX / 3DSMAX or Blender
?
It seems that the output format used by MCX when using the 'Draw Call Minimizer' / 'Draw Call Batching' feature to generate Texture Atlas Sheets
semi-automatically from an imported Sketchup 3D model might not be compatible with 3D applications
after mapped texture image Materials have previously been "Batched" during export as scenery by MCX.
Have you by any chance successfully been able to use MCX 'Draw Call Minimizer' / 'Draw Call Batching' feature to generate Texture Atlas Sheets
semi-automatically from
any imported 3D model, and then utilize the resulting Texture Atlas Sheets exported by MCX with a 3D model in
any 3D modeling application ...without
manually having to re-map some of those Materials exported by MCX
?
Sorry if these questions "tug on your sleeve" if you have other things that compel your attention right now.
I'd be grateful for any further insights you might be willing to share with us on this related subject if- and when- you are inclined to do so in the future.
PS: While this sub-topic involves suggested enhancements that Jeff might have an interest in using, perhaps we might consider a more detailed exploration of these optional methods in a separate thread somewhere / sometime
?
I'm also thinking that there may still be a way to re-import 3D models with baked textures back into Sketchup via MCX ...
after output is finalized by xNormal.
If you would still be interested, we might discuss the feasibility of these options in a thread such as this one:
There are things you can't do with that combination however, and one of them is baking AO with xNormal.
www.fsdeveloper.com
GaryGB