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Dughor
11th April 2005, 04:44 AM
Another function that could be very handy.
I'm using AC3D to build planes for Richthofens-Skies.

As I am no 2D artist at all, I only build 3D models, and texture map them.

Texture maps I need, are normaly 1024x1024 pixel, which the 2D artist gets to paint.

What I do is this:
- Build plane
- Map objects to texture
- Open TCE with a blank(white) texture file.
- Make the TCE as big as I can.
- Screenshot
- Paste to paint program
- Cut & paste so I only have the white texture with its poly-lines
- Resize image to fit 1024x1024 pixel.

And here is the problem...

I have a 17" TFT wich has a native resolution of 1280x1024.
So I can't make a full sized screenshot of the 1024x1024 texture file.
Therefor I have to resize the screenshot. So texture line wich are 1 pixel wide are now 1.5-2 pixel wide.
Now my 2D artist has the problem to see, where the polygone ends.

So basicaly what I'd like to have.
The possibility to save the texture map to an image (*.jpg, *.tif doesn't matter)
Only thing that needs to be selected, is the size of the output file.
(1024x1024, 512x512 etc.)

PerFnurt
11th April 2005, 06:03 AM
I believe there's a copy-to-clipboard item in TCE's menu.

Dughor
11th April 2005, 06:36 AM
Didn't notice that...

If it works like this, forget everything I asked for ;)

Dennis
11th April 2005, 11:17 AM
For exporting bitmaps of texture coordinates, I'd definitely look into the free version of UVMapper Classic (http://uvmapper.com/). Using this, you'd save your AC3D object as an OBJ file and load it into uvmapper, then issue a "File | Save texture map" --- this allows you to export a texture map of the size you specify (without all that pesky resizing).

It's an extra step or two, but I think it's quicker and easier than trying to resize and cut along the edges to get the size of the texture map just right...

Stiglr
11th April 2005, 05:57 PM
I don't find it too useful to try and get the "whole planform" and "whole side view" into single screen grabs for purposes of making a texture map. For something quick and dirty to show "work in progress", maybe but not for the "official" texture map.

Because certain areas can (and should) use more real estate on the map, (and also due to the fact that, especially in multiple engine aircraft, some areas can be hidden altogether)I find it best to create and populate a square with cloned and rotated/scaled/positioned items, then take a grab of the wireframe view of the "square"; in that way, you hopefully solve any real estate problems for the artist, and, if you have Photoshop, or some graphics program, can "label" the parts for the artist, making his job much easier.

Dennis
11th April 2005, 07:20 PM
I don't find it too useful to try and get the "whole planform" and "whole side view" into single screen grabs for purposes of making a texture map. For something quick and dirty to show "work in progress", maybe but not for the "official" texture map.

Agreed - but I think what Dughor is looking to do is save the unwrapped texture map coordinates, not just a grab of the ortho window (Dughor's grabbing from the TCE). This certainly eliminates any hidden areas, and all pixels are mapped "correctly" to each polygon.

Stiglr
11th April 2005, 10:40 PM
Ah. Mea culpa. Read it too hastily...

Dughor
13th April 2005, 02:48 AM
Copy to clipboard in TCE only make a copy of the texture window, without menu and controllbar.

So not, what I wanted to have.

Next I'll try the UV-Mapper tool - page seemed to be down yesterday...