Quiting with sketchup
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Tomislavm.
Buy Deep Exploration (by Righ Hemisphere). That should do the trick.
It's rather (read:very) expensive though, but it does a good job on converting all kinds of models, even SU ones.On the other hand, for the price of Right Hemisphere you can buy one of the dinosaur packages...
Lately I am hearing lots of good about Cinema4D...Good pricing, lots of power and good support on all major render engines.
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Do you have a certain model that need converting?
I have a few apps that may work, though I have never used Lightwave I do have software that converts to it like DE as Chris mentioned. It is worth the effort as losing your skills would be a shame. -
Tomislav, I have never tried lightwave but I worked with 3dmax before and had no problems.
Have a look here:
http://groups.google.com/group/sketchup-how-to/browse_frm/thread/2e6bb069df2453ed# -
why buy(but i have own cinema4d+finalrender)?
Searching at http://sourceforge.net/search/?type_of_search=soft&type_of_search=soft&words=convert+to+lwoi use many tools to to get nice result(meshlab, many console converters...)....
I am advised ACCU3d coz it help to translate model into modo(via lwo)
don't leave skipy...it's very useful -
Hi,
I used lightwave to render sketchup models, but that was a loong time ago (ver 6, i believe). It used to work ok, but involved a little work. I exported as 3ds, as it gave better result than obj. When importing into modeler, i would merge all vertexes, since 3ds export from skp is a bunch of individual triangles, to preserve uv info, if i recall correctly.
After that, i would search for polygons with 2 vertexes, and delete them, they would give trouble when rendering, and were a result of the merge (all polygons exported from sketchup are 3 sided). Some minor tweaking, layout, and fprime. It was a good combo back then, but i don´t do much rendering now.
Can you tell us where exactly you are having trouble, so we can help you.
s
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Well!
I will post one sketchup model with textures for you and if any of you can convert it in 3ds or lightwave but with all textures maybe I will change my opinion of quiting.
One question for all, why every ask me can I convert sketchup to 3ds or obj, is sketchup an frivolous program? -
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Here it is, Tomislav. All 3 textures went through. I chose "preserve texture coordinates" under export because there are no vertices to be welded anyway.
BTW - as I told you before, don't use spaces neither hyphens in the skp file names and the image file names. Fortunately SU renames them on the fly.
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Did You try open that model in 3d max or lightwave,I have and result is model without texture.
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Thats very odd, if I convert to .max for you will it work?
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Thank You but maybe I am stupid or I do not know to open 3ds max but when I open your file I can only see model without texture.
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Solo thank you so much but now I am so tired of opening,converting,closing,downloading programs and I am going to sleep, tomorrow I will download Deep exp, Modo and who knows what else to convert skp to .... lightwave file.
Thank You again and good night! -
I can't help with Max since I don't have it but I did all the modeling what is presented in this topic in SU and the guy who rendered it couléd see my textures (though they were just "poor" quality SU textures that I only applied as reference and which he replaced with other ones later).
Have you not modeled this building with photomatch by any chance?
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Sorry if this seems dumb, but in lightwave, have you checked if the textures are loading correctly? When exporting 3ds, remember to tick the export textures option, and in lighwave or 3dmax, check the materials to see if they are picking the correct image.
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Well, I opened the skp file, exported it to 3ds...with textures and retaining mapping coordinates. It looked just fine in DE and this is the result of a render in Max.
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Alan!
It looks good, can you please tell me the procedure, step by step from start, please! -
I exported the skp to 3ds...making sure, in the export options, that I was exporting the texture maps and that I had checked the radio button that says Preserve texture coordinates. Obviously, you don't need to weld vertices on this kind of model.
I exported everything to a folder on my desktop named Skola, then I checked that both the 3ds and the jpg files had been exported there...they had.
I opened Max and imported the 3ds. Max immediately told me that it couldn't find the image files. (I can't understand why people complain about getting texture files into SketchUp; at least when you have them in and transformed into a skm you can forget about them. Dinosaur modellers like Max, ask you for the path to the textures in every new model you open.)
I clicked on the Browse button and I got the box which listed all the existing paths to texture files. I clicked the Add button on this box and navigated my way to the Skola folder to add that to the list of paths that Max will search for texture maps.
By the way, the model imported extremely small. You do realise that your model is only about 6cm high? I had to scale it massively in Max before I could zoom in on it without it simply disappearing.
Having got it framed in the perspective window, I clicked the teapot render button and got the image you see. You can also right-click the Perspective label at the top left of the window and choose View > Active Shade from the context menu. That will render it directly in the window, but you'll need to r-click again and choose Close in order to continue.
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