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    Need help with my export please

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    • B Offline
      Blah11
      last edited by

      Hello, im trying to export a 3d model with the UV coords to sketchup, I have tried a few things but every single time sketchup loads it like this

      http://i228.photobucket.com/albums/ee18/Troopermanaic/1-1.jpg

      when it should be like this

      http://i228.photobucket.com/albums/ee18/Troopermanaic/2.jpg

      I tried using my programs sketchup export function I am using deep exploration 6.3 BTW
      I have tried importing via every file type sketchup can import with. Nothing works it keeps loosing its texture coord on its forehead and a few other places.
      I don't know what else to do, in my 3d program it doesn't loose the texture coord, just when I load up sketchup. I also have tried using 3ds export functions and they didn't work either.

      Is there some setting I can change to fix it?

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      • soloS Offline
        solo
        last edited by

        I was gonna suggest DE but you already tried it.

        I'd personally just sample from next to the wrong texture and paint it correctly in SU.

        I have never had bad UV's with DE before, so if you wanna upload the model I'll give it a try.

        http://www.solos-art.com

        If you see a toilet in your dreams do not use it.

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        • B Offline
          Blah11
          last edited by

          @solo said:

          I was gonna suggest DE but you already tried it.

          I'd personally just sample from next to the wrong texture and paint it correctly in SU.

          I have never had bad UV's with DE before, so if you wanna upload the model I'll give it a try.

          no problem BTW I was kinda lazy with my 3d program so I left the model kinda offset from the xyz plane.

          favicon

          (www.2shared.com)

          I have a few hundred other models I have to export as well I don't want to have this problem with every one of them. Any help is appreciated.

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          • TIGT Offline
            TIG Moderator
            last edited by

            You robot is lying on his back whilst floating in the air πŸ˜’
            It's pretty well textured considering some messes that can happen with UV mapping imports!
            If you edit the group containing the head and switch on view > hidden geometry and take a sample [materials > eyedropper] from a nearby part that's textured correctly then just paint the faulty forehead etc it's easily fixed... switch off hidden geometry to see a smoothed result again Capture.PNG

            TIG

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            • B Offline
              Blah11
              last edited by

              @tig said:

              You robot is lying on his back whilst floating in the air πŸ˜’
              It's pretty well textured considering some messes that can happen with UV mapping imports!
              If you edit the group containing the head and switch on view > hidden geometry and take a sample [materials > eyedropper] from a nearby part that's textured correctly then just paint the faulty forehead etc it's easily fixed... switch off hidden geometry to see a smoothed result again
              Thanks =p but now there is also the problem with other areas like that, I tried doing the same for them but it doesn't work out so well for them. It sucks but im really giving up on this sketchup import and I really don't want to.

              http://i228.photobucket.com/albums/ee18/Troopermanaic/1-3.jpg

              http://i228.photobucket.com/albums/ee18/Troopermanaic/2-2.jpg

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              • TIGT Offline
                TIG Moderator
                last edited by

                These areas are so tiny I had to search and zoom in to find them - surely people viewing your robot will not notice these very minor imperfections ?
                If you insist on 'pointless perfection' then why can't you re-texture those like you did for the forehead ?

                TIG

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                • B Offline
                  Blah11
                  last edited by

                  @tig said:

                  These areas are so tiny I had to search and zoom in to find them - surely people viewing your robot will not notice these very minor imperfections ?
                  If you insist on 'pointless perfection' then why can't you re-texture those like you did for the forehead ?

                  I didn't make these. Lol the ones I make are a WHOLE LOT better but I never got into uv mapping before so I cannot. I need to have these imported properly in order to do work with them.

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                  • TIGT Offline
                    TIG Moderator
                    last edited by

                    Most of the mapping is fine, a few areas need a tweak...
                    Your comment still doesn't explain why it's 'critical' to you that a gray area a few mm across inside a robot's elbow joint has to be textured so exactly - for all the viewer knows it's meant to look like that anyway - only you know that it isn't!
                    When viewed in most scenarios these areas won't even subtend a pixel on the screen - it's not like they are magenta and will stand out or flicker ??

                    TIG

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                    • B Offline
                      Blah11
                      last edited by

                      @tig said:

                      Most of the mapping is fine, a few areas need a tweak...
                      Your comment still doesn't explain why it's 'critical' to you that a gray area a few mm across inside a robot's elbow joint has to be textured so exactly - for all the viewer knows it's meant to look like that anyway - only you know that it isn't!
                      When viewed in most scenarios these areas won't even subtend a pixel on the screen - it's not like they are magenta and will stand out or flicker ??

                      we plan on using the models for a game, people will notice the areas. And its not like that small area matters for this robot but I have a couple hundred more with the same problem when I export to sketchup. Some is more obvious then others.

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                      • TIGT Offline
                        TIG Moderator
                        last edited by

                        Well you better start tweaking...

                        At least you're not modeling them and applying textures from scratch...

                        TIG

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                        • B Offline
                          Blah11
                          last edited by

                          sigh I guess ill just skip sketchup then. I was really looking forward to using this program with these models.

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