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godmodd5

Having issues with my first real building

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Hello, It's been nearly 10 years since I've posted on Simtropolis.

I'm struggling with a building I want to get into Skylines.

 

I can't seem to get the textures right. Because of Skylines having texture limits I wave to unwrap and have every face overlaid on one texture. I can't seem to get anything to tile to save on space. and the size UV map I end up with is something like 8192X512 in Blender. I have got the untextured version to work just fine in skylines but I want more than a coloured block.

 

Here is a photo I took of the building(during a thunderstorm)

https://c2.staticflickr.com/4/3879/14626181160_c72b10fe74_b.jpg

 

And here is the pretty well done model of It is did on sketchup. I used it for it's simplicity, it makes the modern shapes easier to make from one mesh.

 

https://farm9.staticflickr.com/8724/16765991549_3981dafb62_o.jpg

 

It would be awesome to get it textured properly. I have a low density residential and high density residential building I also want to put into my city but have not started on them because It is stupid to do so without getting the first project right

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    I have not really gotten to the point of figuring that out. It does look like the import fudged the faces somehow causing the UVs to be stretched, closer look seems to indicate that.

     

    On another note Im actually used to putting textures onto models. Not the other way around like it is now, Now you need the model to get the UV map and then texture that

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    Not sure but it could a a problem with sketchup. It tends to use more complex polygons quite a bit, instead of quads and tris which this game needs.


    New Cities: Skylines CJ -

    Feel free to check out my SC4 CJ as well -

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    Unlikely. I use SketchUp too and the only thing you could possibly do wrong is drawing overlapping faces or forgetting to tick "triangulate" before exporting.

     

    Godmodd, texturing and UV mapping is a discipline on its own and there are literally dozens of ways to handle it. You can optimize your workflow in several ways, for example you can just use the bake tool in blender and render a texture in no time, but this goes on cost of quality. You might want to check some tutorials about it and test it on some simple models before you do the comeplex ones. I did the same and it helped me a lot :)

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    What I may try is Using uv maps only for doors and window, and the rest do procedurally in Blender. Found some tuts on how to do that. 

     

    Also how would I be able to use the textures I apply in Sketchup?

     

     Sketchup messed it up soo badly it is not salvageable. The only way i can get the building into the game is to start over in Blender. 

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    Still having issues actually getting it to work. made the texture using the projection but cant seem to figure out the uv mapper. I really miss the old days of being able to TILE textures per face, and having cylinders and flat wall in the same model. I guess i'll completely redo the whole building in blender and use the awning support pillars as props

     

    Still does not seem to address the issue with blender. However it may be okay for exporting right from SU. but I'm not forking over 700 big ones for pro, so when the preview runs out i won't be exporting FBX right out of SU so solving the blender texture problems is vital. Otherwise I might as well not use SU at all and make the buildings in blender instead. I'm not a fan of blender's camera control

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    Would you mind sharing your model and textures? Maybe I can give you a hand.

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    Still having issues actually getting it to work. made the texture using the projection but cant seem to figure out the uv mapper. I really miss the old days of being able to TILE textures per face, and having cylinders and flat wall in the same model. I guess i'll completely redo the whole building in blender and use the awning support pillars as props

     

    Still does not seem to address the issue with blender. However it may be okay for exporting right from SU. but I'm not forking over 700 big ones for pro, so when the preview runs out i won't be exporting FBX right out of SU so solving the blender texture problems is vital. Otherwise I might as well not use SU at all and make the buildings in blender instead. I'm not a fan of blender's camera control

     

    The camera is a nightmare for Sketchup users like us :D But you know, you can export .dae files without pro license, and Blender reads these. You always have the option to model the geometry in Skp and do the texturing in Blender.

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    When Blender imports from sketchup it puts in tons of unnecessary faces. Meaning a wall is turned into several triangle faces. And dissolve does not get them all especially if there are windows or the wall is not completely square. Because of the nature of uv mapping this is where my problem lies. Though I could try "marking seams" like is done with rounded objects, but still trying to figure that out.

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    When Blender imports from sketchup it puts in tons of unnecessary faces. Meaning a wall is turned into several triangle faces. And dissolve does not get them all especially if there are windows or the wall is not completely square. Because of the nature of uv mapping this is where my problem lies. Though I could try "marking seams" like is done with rounded objects, but still trying to figure that out.

     

    I'm a new modder learning modeling, Blender, and everything that goes along with this territory.  I just learned marking seams and I think I have a good grasp at what it's all about.  Seams are the lines that your model will cut so it will lay flat.  I may be speaking to someone who knows a lot more than I do about this stuff but I just wanted to chime in and help.

     

    I find using the "alt+rmb" command (while in edit mode, and edge select mode) are the best ways to get a quick seam made.  Hit ALT+RMB on an edge you want to be "cut" so the model can lay flat for your texture and while it's selected hit CTRL+E and then select "Mark Seam".  If you mess up or need to delete, with selected seam selected hit CTRL+E again and then hit "clear seams".

     

    Basically it's a puzzle you want to figure out and lay flat.  Again, you may know all of this stuff already so my advanced apologies if this is just elementary for you.

     

    I had to stop referencing Cities:Skylines in trying to find help and had better luck just googling blender direct tutorials.

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    When Blender imports from sketchup it puts in tons of unnecessary faces. Meaning a wall is turned into several triangle faces. And dissolve does not get them all especially if there are windows or the wall is not completely square. Because of the nature of uv mapping this is where my problem lies. Though I could try "marking seams" like is done with rounded objects, but still trying to figure that out.

     

    The triangles are not unnecessary. All geometry has to be made from triangles to be used by a game engine, blender just converted geometry that was not solid to usable geometry.

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    yeah game engines usually can't check if a surface is flat or bended.

    thats why you have to use triangle cause 3 points always form a plane surface.

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