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    Realtime ArchViz: SketchUp to Unity Workflow

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    • M Offline
      measuredmove
      last edited by

      Great tutorial-thanks!
      I've been a user of Lightup https://www.light-up.co.uk for a number of years for rendering and rendered animations. I remember saving these links as something to look into at some future date to be able to import a fully lit and rendered SU file into Unity

      The info is quite old but may still be viable......

      Video: https://www.youtube.com/watch?v=eNI2RjNsRwY

      Import Script: http://www.light-up.co.uk/forum/viewtopic.php?f=2%26amp;t=403

      Unfortunately, there hasn't been alot of support on the Forums lately but if this is still a workable option (SU-Lightup-Unity) perhaps users can answer any questions.
      Cheers

      My 3D Catalogue
      https://3dwarehouse.sketchup.com/collection/103ed44c-a0c4-4049-9a84-89cd017bcc07/Measured-Move
      SU8/Brighter3D/Gimp/SimLab Composer

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      • chippwaltersC Offline
        chippwalters
        last edited by

        So, I've been learning more about the SketchUp > Unity workflow. Lots of interesting possibilites. The new UV Mapping program, WrapR looks to be of great help in getting mappable UVs into Unity.

        Another thing of interest is the fact Unity has a direct SU import capability-- though it's only updated to SU2015 necessitating you 'Save As' a 2015 version. The really cool part is it appears SU is ideally suited for creating low poly models for the following reasons:

        1. SU by nature is a low poly modeler unless you're doing SDS.
        2. SU has terrific vertex smoothing and it's WYSIWYG so it displays great in Unity. This is a problem for some other programs export of OBJ
        3. Unity has a restriction of 65K polys per object, which works well with SU as it's not that often one group or component has 65K.
          Unfortunately, Unity doesn't treat SU Components as Unity Prefabs (their instancing terminology), but they do have vertex snapping so it is possible to import a single SU Component and instance it (including mirroring) to specified locations.

        More to follow..

        Currently working with Cross-Reality technologies

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        • JQLJ Offline
          JQL
          last edited by

          Have you ever heard of Playup tools? Export from sketchup to the main game engines.

          www.casca.pt
          Visit us on facebook!

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          • chippwaltersC Offline
            chippwalters
            last edited by

            Thanks for sharing. Quick look tells me is really more of a UE4 tool than Unity. Unity has pretty nice support for SU whereas UE4 has lots of trouble importing SU native (at least it did a year ago when I last tried).

            Currently working with Cross-Reality technologies

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            • chippwaltersC Offline
              chippwalters
              last edited by

              Hey guys,

              Back on the PBR to Unity pipeline and workflow. Spent tonight documenting the sum of what I’ve figured out so far in three videos:

              1. How to build and quickly UV map in SketchUp for Unity
              2. How materials work in Unity (not the way you might think they do).
              3. How to create your own PBR textures and materials from pictures you take on your phone or files you find online

              Some of the images I knocked out tonight for the tute:

              https://dl.dropboxusercontent.com/u/3788438/AltuitNew/VRDemos/MaterialsTute/screen_4472x2514_2017-03-24_01-32-40.jpg

              https://dl.dropboxusercontent.com/u/3788438/AltuitNew/VRDemos/MaterialsTute/screen_4472x2514_2017-03-24_01-31-48.jpg

              https://dl.dropboxusercontent.com/u/3788438/AltuitNew/VRDemos/MaterialsTute/screen_4472x2514_2017-03-24_01-34-01.jpg

              https://dl.dropboxusercontent.com/u/3788438/AltuitNew/VRDemos/MaterialsTute/screen_4472x2514_2017-03-24_00-14-58.jpg

              And here are the videos:

              Currently working with Cross-Reality technologies

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              • pilouP Offline
                pilou
                last edited by

                Astonishing that programs can make! (and humans)! 😉

                Frenchy Pilou
                Is beautiful that please without concept!
                My Little site :)

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                • K Offline
                  kaas
                  last edited by

                  Interesting to see your process & Unity (just saw the first video). Looking forward viewing the other two.

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                  • pilouP Offline
                    pilou
                    last edited by

                    Ps Protrude by Jim is cool, but Joint PushPull can makes the same! 😉

                    GIF_Nfredo.gif

                    Else Protrude is very cool for the randomize panelling!
                    (+ Lattice Maker by Tig) (+ FredoScale)
                    GIF_lattice.gif

                    Frenchy Pilou
                    Is beautiful that please without concept!
                    My Little site :)

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                    • chippwaltersC Offline
                      chippwalters
                      last edited by

                      Monsieur Pilou! Thanks for sharing. Didn't know that. Did you use Fredo scale to make the curved geometry? Also what to do you use to make your GIFs?

                      Currently working with Cross-Reality technologies

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                      • JonFarJ Offline
                        JonFar
                        last edited by

                        Hi,

                        sorry for my ignorance in the following questions, but I'm really interested in Unity and realtime rendering, even more after seeing that it's rather simple to import Sketchup models into it.
                        But I would like to understand a couple of things before investing time/money in learning a new software.

                        1. I know it all depends on the quality and personal preferences but, once you learn how to work with it, is it easy/quick to set up scenes? or is it complex (like rendering in VRay) and requires you to tweak a lot of options and test the lighting and stuff until you reach the desired results?

                        2. Unity can export animations like walk around 2 minute movies, right? But what about interactive animations, the ones where the client can walk around using WASD and mouse. Does "the client" have to have a powerful GPU/CPU/RAM/etc to run it?

                        thanks for the help

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                        • pilouP Offline
                          pilou
                          last edited by

                          @Chipp

                          @unknownuser said:

                          Did you use Fredo scale to make the curved geometry?

                          Yes of course! 😄

                          @unknownuser said:

                          Also what to do you use to make your GIFs?

                          The nifty free GifCam 😉

                          Frenchy Pilou
                          Is beautiful that please without concept!
                          My Little site :)

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                          • chippwaltersC Offline
                            chippwalters
                            last edited by

                            @jonfar said:

                            1. I know it all depends on the quality and personal preferences but, once you learn how to work with it, is it easy/quick to set up scenes? or is it complex (like rendering in VRay) and requires you to tweak a lot of options and test the lighting and stuff until you reach the desired results?

                            Yes and no. The application of materials is pretty straightforward. Lighting is too, if you're outside. If inside, you'll need to add different lights such as light portals around windows (see my videos). Unity 5.6 has a new progressive lightmapper which makes it faster to set up lighting as you get a pretty fast read. The most cumbersome part is doing the final 'bake' for lighting, which can take up to several hours, once everything is set up.

                            @jonfar said:

                            1. Unity can export animations like walk around 2 minute movies, right? But what about interactive animations, the ones where the client can walk around using WASD and mouse. Does "the client" have to have a powerful GPU/CPU/RAM/etc to run it?

                            Of course. Once you bake your lighting, it's easy to navigate and should not take any special computer to be able to navigate WASD your scene.

                            Currently working with Cross-Reality technologies

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                            • pilouP Offline
                              pilou
                              last edited by

                              @Chipp
                              And the animation itself was just using the incredible LightUp! 😎

                              Frenchy Pilou
                              Is beautiful that please without concept!
                              My Little site :)

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                              • S Offline
                                sipi_2
                                last edited by

                                Hi!

                                   These tutorials are very helpful, it helped me a lot, thank you very much!
                                

                                I also use SketchUp and Unity to prepare my thesis. And with your tutorials my game looks much better now than it was 1 year ago!

                                I'd like to ask for advice, I just discovered a new problem.

                                As a thesis, I make a 3D labyrinth game (for testing path search algorithms) and it is made up of 20X20 meter models (actually prefabs). If I put only few models in the scene, it will bring about 60 fps. But in more than 20 models, I get extreme fps drops if the camera is in the direction of a large number of models. All this despite the fact that there is a wall between them. But overall, they lose a lot of fps.

                                That is why I tested my models in an empty project without all kinds of effects, textures and lighting.Only SketchUV and basic Sketchup textures remained on them.

                                First I put 1 model into the scene and it's got about 90 fps. The same applies to the 4 models.
                                But in 10 models, it was only 70 fps. For the 30 models it dropped to 40 fps.
                                The problem is that I need about at least 200 prefabs per scene, but rather more.

                                What could be the problem?

                                My config:
                                CPU: Intel i5-3470 3.20 GHz
                                RAM: 20 GB DDR3
                                GPU: Radeon 6570 1 GB DDR3

                                The video card is pretty weak, but I think this pair of models should just endure.
                                I'm sorry, my English is not the best ...

                                Thanks in advance!

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                                • chippwaltersC Offline
                                  chippwalters
                                  last edited by

                                  Please review occlusion culling:
                                  https://docs.unity3d.com/Manual/OcclusionCulling.html

                                  Currently working with Cross-Reality technologies

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                                  • S Offline
                                    sipi_2
                                    last edited by

                                    @chippwalters said:

                                    Please review occlusion culling:
                                    https://docs.unity3d.com/Manual/OcclusionCulling.html

                                    It works! I very thank you! 😄

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