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Just wondering if anyone has any tips on how to make sketchup buildings look more realistic appearing in fsx. I've noticed They can look really "animated" if you know what I mean

Thanks for all the replies, much appreciated! I looked into lights up for sketchup....not going to spend $189 on something like that unless I actually had a development businessAre there any tutorials on how to use gimp (or Photoshop) to bake/render textures? (by the way what exactly does "bake" mean?)

Baking means you include ambient shadows that are baked into your textures, it is mostly for game design. It is usually done within the modeling program, not the image editing program. Blender which is free does it very well, just google baking textures in blender and there are many tutorial videos.

Blender has a large learning curve though. Be prepared to spend time learning to use it.


2 days or 16 hours of very intense learning.
I think what typically sets one model apart from another is ambient occlusion, that is some shading under the eaves, a faint gradient on walls, etc. If you look at this animated .gif the first frame is just a solid light gray texture sheet with an occlusion map applied over it. The second frame is after texturing, and the 3rd frame is with the texturing and the occlusion map, you can see what a difference it makes:
xNormal will bake some very nice ambient occlusion for gmax models, and it generates an AO map that you can slap onto your texture sheet and be done with it rather than trying to print screen the viewport and apply it to your texture as they are apparently doing with the render suite.
Unfortunately the mapping of Sketchup models is different than gmax models so even after processing a .dae through MCX where you end up with the same thing essentially (an FSX .mdl), xNormal won't render a useable occlusion for it unless you import it into gmax and re-map it first.
...so as usual my recommendation is to spend the time learning gmax as opposed to Sketchup unless of course you can afford 3DS Max.

I think what typically sets one model apart from another is ambient occlusion, that is some shading under the eaves, a faint gradient on walls, etc. If you look at this animated .gif the first frame is just a solid light gray texture sheet with an occlusion map applied over it. The second frame is after texturing, and the 3rd frame is with the texturing and the occlusion map, you can see what a difference it makes:
![]()
xNormal will bake some very nice ambient occlusion for gmax models, and it generates an AO map that you can slap onto your texture sheet and be done with it rather than trying to print screen the viewport and apply it to your texture as they are apparently doing with the render suite.
Unfortunately the mapping of Sketchup models is different than gmax models so even after processing a .dae through MCX where you end up with the same thing essentially (an FSX .mdl), xNormal won't render a useable occlusion for it unless you import it into gmax and re-map it first.
...so as usual my recommendation is to spend the time learning gmax as opposed to Sketchup unless of course you can afford 3DS Max.

JR, so this fantastic demo of a model shows what can be done with GMAX or another program?
I want to make models like this...
Thanks,
Alan

A tutorial would be nice.![]()

Just wondering if anyone has any tips on how to make sketchup buildings look more realistic appearing in fsx. I've noticed They can look really "animated" if you know what I mean
Yes the hangar was built and textured in gmax, the occlusion was rendered with xNormal which is a free stand-alone rendering app. In a nutshell you export your model from gmax, use MCX to convert that to an .x file which xNormal can read, and then xNormal will generate an AO map that you can apply overtop of your texture sheet in blend mode: "multiply".
It's tricky, xNormal isn't perfect, in most cases you have to export a special model just for rendering which gets discarded once the render is done. The special model needs to be scaled up (I usually scale my rendering meshes up 1000%) at the very least or the xNormal rendering "rays" won't hit the areas directly under the eaves for example. Also the model needs to be exported with a large plate under it or the rays won't have anything to bounce off of in rendering the wall occlusions. In the case of multiple texture sheets on a single model, a rendering specimen would need to be exported for each texture sheet and the UVWs from the remaining sheet need to be moved off the primary UVW editing area so they don't interfere with the rendering process. It's easy once you've done it a couple times, not so easy to pull it all together the first time though, lol.
One day I may write a tutorial but my guess is most folks would take one look at it and deem the process "not worth the trouble".
Jim
Baking means you include ambient shadows that are baked into your textures, it is mostly for game design. It is usually done within the modeling program, not the image editing program. Blender which is free does it very well, just google baking textures in blender and there are many tutorial videos.

OK, dumb question: does the baking create a static light/shadow map (for lack of a better term.) I mean, the model looks great, but is this how it looks under ALL lighting conditions in the game? Or is it dynamic?