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Sketchup optimization of the model.

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  • T Offline
    thomthom
    last edited by 16 Sept 2008, 07:14

    The only difference with SU and most other 3D software is that SU allways display the backface. You can do this in most other applications as well, you just have to enable it.

    SU automatically welds geometry together when it meets. Unfortunately there isn't any function to weld together nearby geometry. That's why it's important to ensure everything snaps correctly when you draw.

    Thomas Thomassen — SketchUp Monkey & Coding addict
    List of my plugins and link to the CookieWare fund

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    • F Offline
      firestarter
      last edited by 16 Sept 2008, 11:39

      Being triangulated is fine, I want to export models to a video game engine, I need them to be as efficient as possible, the file I need is .x, the plug in for SU to export to directx messes the scale so I exported as .3ds (I can use any file format as I have programs to swap file formats to any file type, so I am not limited to .3ds) then in another app I welded the vertex and exported to .x, but I want to have my model as efficient as possible, whats the best thing to do.
      Can you weld the vertex in SU, I had a model that was

      841 faces, 1842 edges, and 1170 vertex, I exported to a 3d app, welded the vertex, it was then
      841 faces, 1364 edges and 511 verts

      vertex came down a lot, would of thought the edges would come down more. I am not sure if it kept the UVs correct, Id have to test. Would be nice weld the vertex in SU, or on export have them clean up.

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      • A Offline
        Anssi
        last edited by 16 Sept 2008, 17:03

        Note that there are some quite oddly-working 3DS export options. The "export standalone edges" option takes every visible SU edge and adds a thin slice of a face to the exported file. I understand this is meant to make it possibre to reproduce the SU look in other applications, but it makes smoothing and rendering the file a mess. This used to be checked by default, and confused a lot of people who did not know where to look (behind the Options button in the Export File dialog box).

        Anssi

        securi adversus homines, securi adversus deos rem difficillimam adsecuti sunt, ut illis ne voto quidem opus esset

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        • F Offline
          firestarter
          last edited by 16 Sept 2008, 20:50

          I had the "export standalone edges" option checked, so unchecking that will bring the model complexity down, I see it has weld edges, now I want the edges welded, as for it messing up materials, I want to keep the texture placement, will it mess that up, what if I weld it in another 3d aplication, does welding edges mess up the texture placement? Ill do a test and find out.

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          • A Offline
            Alan Fraser
            last edited by 16 Sept 2008, 21:18

            It's hit and miss whether welding edges will mess up the UV mapping. It does more often than not. You can weld them in Max, but the procedure is so lengthy and complicated...messing about, back and forth with smoothing groups...that I've forgotten how to do it. Generally, I just avoid 3ds export with mapped models and go with another format..

            3D Figures
            Were you required to walk 500 miles? Were you advised to walk 500 more?
            You could be entitled to compensation. Call the Pro Claimers now!

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            • F Offline
              firestarter
              last edited by 16 Sept 2008, 22:24

              I tried the export 3ds and weld edges, it messes up the textures, not sure if that can be corrected quickly in another 3d app, as in its just a click, align face mapping, or something, or if one has to compleatly re alighn the texture.

              I tried exporting as 3ds and not welding edges, I then opened it in deled, you can weld all the vertex at a click of a button, I get good settings on 0.25, I then opened it in another 3d app, the model is faceted, as in one can see the cross sections, ie the triangulated line in some parts, so smoothing is messed up, not sure if that can be corrected, adding smoothing groups isnt something Ive done before, can the models be corrected of this odd triangulated effect, as it looks a bit rough with that going on.

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              • C Offline
                Chris Fullmer
                last edited by 16 Sept 2008, 23:01

                That is exactly right, and well described. .3ds is a bit quirky. You might look into deep exploration 3d (or something like that). I think its expensive, but it might do it correctly. Solo is a great person to ask about that I think?

                But yes, you can re=apply the smoothing groups in 3ds max. But on large models, with lots of smoothed stuff, it is a bit tedious to do in 3ds max.

                Chris

                Lately you've been tan, suspicious for the winter.
                All my Plugins I've written

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                • A Offline
                  Alan Fraser
                  last edited by 16 Sept 2008, 23:10

                  Even if you succeed in getting a model smooth in Max, there's no guarantee that it will stay that way. I've lost count of the number of times I thought I had it cracked...only to save the model, open it again.........and find that it had reverted to being facetted again.

                  The 3ds format is positively diabolical that way...which is why I don't go down that route. I have Deep Exploration too; it doesn't help with that issue. Not even converting straight to .x format from skp (which is possible); the mapping is generally still screwed. Geometry-wise, SU is fine, but it has a UV mapping system all of its own.

                  3D Figures
                  Were you required to walk 500 miles? Were you advised to walk 500 more?
                  You could be entitled to compensation. Call the Pro Claimers now!

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                  • C Offline
                    Chris Fullmer
                    last edited by 16 Sept 2008, 23:13

                    @alan fraser said:

                    I have Deep Exploration too; it doesn't help with that issue.

                    Now I've lost all hope.......

                    Lately you've been tan, suspicious for the winter.
                    All my Plugins I've written

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                    • F Offline
                      firestarter
                      last edited by 17 Sept 2008, 12:01

                      I have Deep Exploration also, its invaluable for games designers swapping between model formats, so I can export out and convert any model type just about, but I have a question, does exporting out in non 3ds formats as a straight model, then welding vertex in another 3d app result in faceted models, or is it only with any max files, is it possible at all to export a SU model, weld it in another program and not have a faceted model.

                      I just tried exporting with a obj model, doesnt seem the model has unwelded edges or vertex, I think this is just an issue with 3ds then, and that other model formats are fine.

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                      • C Offline
                        Chris Fullmer
                        last edited by 17 Sept 2008, 19:03

                        .3ds file export has the option to weld vertices, but this will lose pretty much all smoothing groups and material placement. Or you can choose to keep material placement, but thill will make SU not weld any vertices. So its often not helpful. I think some people use .obj export maybe?

                        Chris

                        Lately you've been tan, suspicious for the winter.
                        All my Plugins I've written

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