Sketchup model to Blender
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I'd like to export and use some things I have made in SU to Blender in order to take advantage of Blender's ability to handle higher poly counts without slowing down. Things like ivy, trees, terrain, and more organic shapes can be taken advantage of more easily in Blender than SU, along with features like UV mapping, etc...
The problem is that when I get the model into Blender, it's a complete mess. Normals are flipped and faces are over-triangulated. Sure, I could go through and fix everything, but that would take as long as having to completely re-model the whole thing in Blender.
Is there any way to get the model cleaned up in Blender, or make sure the faces are clean before they get exported from SU? I'd really like to keep quads like walls just quads.
Ideas? Or is it just the way it goes?
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Hi! Maybe late answer..
Maybe??
http://www.okino.com/default.htm
Had problems with skp7 files last year, dont know if it has been resolved.
I too would like more information about this, my theory is following:
The way one model in Sketchup is totaly different from standard 3d packages.
For ex (in Sketchup) in a single plane, all geometry is disconnected unless you group it.
In a standard 3d package(for ex XSI) when you create a primitive cube.
The edges, points and faces all are grouped to that cube automatically, and not disconnected.
As if now, I get disconnected hard edges(from triangulation) when importing 3ds in XSI. Of course weldoption will help if grouping is allright, but it messes up the UV and flips faces.So I guess if you wanna make a cube in sketchup that follows the principal of other packages. One will have to group all sides(polygons) and put those in a group(model)? Some hell of a workflow...
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Aahhh Merci Pilou. Je n'ai pas vu.
Must use the search button a bit more
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