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SketchUp and 3DS Max
User: Manfred
Date: 12/15/2007 8:24 pm
Views: 1946
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When exporting a 3D house into 3DS Max, it all looks ok until you view the UVW mapping. It's a dog's breakfast! If you then want to export that model to RFactor as a scenery model for a racing track, the textures are totally stuffed.

Does anyone know if it is indeed possible to use a SU textured model this way? Or is it better to go through the tedious task of texturing in max only?

Re: SketchUp and 3DS Max
User: ButlerPlanningServices
Date: 3/10/2008 9:25 am
Views: 314
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I had similar issues when i exported into Poser (I know... as the name suggests...).  Anyway, I ran into similar issues because I had created the model early in my SU career and didn't know the basics of turning faces out.  Fixing that helped a lot.  I also noticed some problems with nested components and groups.  Shaders sometimes didn't' work properly unless I exploded the internal ones and just had one big one.  It was weird, and didn't happen all the time, but you might take a look.  I don't have Max so i can't test the theory but if I'm right, is should be quick to fix. 

You might also look for naming hacks.  I know some rendering programs use prefixes and suffixes in the texture names to import parameters.  For example, Kerkythea uses "Emit[x]" to set radiance  e.g. TextureNameEmit[x].  Maybe Max has similar hacks so that you can speed up the process of texturing, even if you can't get a clean import from SU.

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