3/2/2024 0 Comments Google map to sketchup![]() Once again, inside the Asset Editor I get a model, but no textures on the model. FBX file just as the video describes to into the "import folder". I placed a 512X512 brick textured JPG in to the "Import" folder, then attached it to my Blender cube using the UV Unwrap tools. To eliminate Sketchup being the problem, I started over starting with Blender. But when I open the model in the asset editor, all I get is a flat grey model with no textures. JPG file used for texturing in the "Import" folder as well. I followed the instructions in the video above, making sure the correct buttons were checked upon export, etc, and I place the. ![]() FBX from Blender into the Colossal Order "Import" folder. 3DS file from Sketchup into Blender (with textures already applied) I perform a UV Unwrap, which totally screws up the alignment of the textures I already applied in Sketchup, but oh well, this is just a test and I want to make sure I'm following the steps exactly. I was able to export a simple house shaped model as a. Frankly, the program is way over my head and I can't figure out how to navigate it worth beans. Well, I though I had figured it out using Blender, but I guess not. Preparing the texture doesn't sounds to be a big problem, but applying it seems to be one.Ĭurrently I'm looking for a method to unwrap the whole skp model into flat plan, so it is easier to prepare the texuter in Ps.īetter yet - if there is some sort of method to automatically produce single UV texture - from already applied separated texture in Sketchup. I'm still searching for the best possible way to do this especially for objects that is not flat. this is the territory that I am very unfamiliar with. Oppose to archviz / other works that do not require single texture mapping. Polygon issue aside, the biggest headache actually the UV texturing part. ![]() It's very likely just Sketchup users' certain bad habit, rather than the fault of the software. Blaming the software doesn't sounds right to me, and that's exactly what I get when I asked around. And yet there is no clear solution being presented every time I asked anywhere.Īnd till today I'm still puzzling on what should I do to get skp model into a 3d game.Īfter I tried to do a skp import to 3ds, I'd seen no such problem of messy polygon at all - in fact they already optimized to the lowest possible I can calculate. If you use sketchup you're probably going to have to do a lot of cleanup in 3ds max in order to lower the poly count, because sketchup makes messy models. Yes you're absolutely right and I came into the thread to say just that. I'm not a 3D modeler myself, but I did read that Sketchup is terrible at keeping poly count low, and tends to make polygons instead of tris and quads. My goal is to create farm buildings and assets of all kind, all about farming and agriculture. Since i can do all do all the steps with the same program, i'd rather stick with it. Thanks for the generous infos, i downloaded Blender and found a very good tutorial about it, in my mother tongue (French). That said, I would invest some time to learn Blender too but it have a much steeper learning curve. So yeah I would agree that Sketchup may require some more post work but it's one of the easiest and fastest modeling programs to work with. Not sure what their export processes are though. I see a lot of Sketchup users making some nice buildings lately. Do as much aesthetic work with the textures and materials as possible. ![]() I imagine if we keep in mind that we are modeling for a game and not ArchViz, and keep the geometry simple, we can control the poly count. I have to investigate about the poly count. (the darker blue side is the back face btw) The 3D warehouse have many many models with this issue so avoid using models from there unless you're willing to clean them up. Flipped faces "normals facing the wrong way" is one of the most common mistakes made using Sketchup which causes problems later in the pipeline. The most important thing to remember about modeling in Sketchup is to keep your models simple and make sure your front faces are always facing outward.
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