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    Sketchup causing n-gon triangulation when imported to UE4

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    • C Offline
      CellularAutomata
      last edited by

      Hello,

      I am having a real issue with the import of a mesh from Sketchup to Unreal Engine 4 via 3ds max.

      I have a model in sketchup which i import into 3ds max and then from the export as FBX format and import into UE4.

      The issue is with the sketchup mesh. When you switch on and look at the triangulation of the mesh it looks like this...
      sketchup mesh triangulation

      When i import it into 3ds max and then into UE4 the triangulation carries through.
      UE4 triangulation shown in wireform

      This in turn effects the way a material is applied to the mesh causing it to warp pretty badly. also when I want to add a displacement map the displacement warps along the triangulated lines and not in the pattern I want.
      The UE4 material result from the triangulation originating from sketchup.

      Is anyone aware of a way to divide the mesh up uniformly so that I do not get this problem? I need to find an automated way of doing this as I have many meshes I will need to do this to.

      Are there any other alternatives anyone is aware of that will resolve this ?

      Thank you.

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      • N Offline
        nlipovac
        last edited by

        I think that when you wore modeling you made that square on the right. You should just triangulate all of your mesh prior exporting, or before triangulation, you should delete all hidden edges on that surface.

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        • C Offline
          CellularAutomata
          last edited by

          That triangle on the top right I added today just to test to see if it would triangulate correctly. But it seems like a crazy task to have to apply that across my entire model, that would take so long to do. is there a way to automate the triangulation process across a whole model?

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          • C Offline
            CellularAutomata
            last edited by

            This is what I would have to do in order to have all triangulations to work correctly. To have to do this across my entire model would take forever. are there any other solutions? plugins?


            18.PNG

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            • Rich O BrienR Offline
              Rich O Brien Moderator
              last edited by

              Thomthoms Quad Tools will triangulate quads.

              Download the free D'oh Book for SketchUp πŸ“–

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              • C Offline
                CellularAutomata
                last edited by

                Sketchup works with Ngons though doesnt it? So how to a convert a Ngon to a Quad and then triangulate it?

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                • Rich O BrienR Offline
                  Rich O Brien Moderator
                  last edited by

                  SketchUp work with ngons but leaving another to manage triangulation and keep the UVs is not the way the go.

                  This convert ngons to quads you need to do it manually.

                  A better alternative is to not model with ngons. Tris and quads only.

                  Download the free D'oh Book for SketchUp πŸ“–

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                  • C Offline
                    CellularAutomata
                    last edited by

                    in most cases I cannot control what software is being used. I am just receiving the models most of the time theyre in Sketchup.

                    So if i cannot control the fact that the models are being made in sketchup then I will have to convert the ngons into quads one by one? there is no automated plugin that can do this for me?

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                    • R Offline
                      rv1974
                      last edited by

                      Take a look at s4u slice (not automatic but still very helpful)

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                      • panixiaP Offline
                        panixia
                        last edited by

                        SketchUV plugin has a "triangulate" function which works automatically also on N-gons.

                        http://sketchucation.com/forums/viewtopic.php?t=44501

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                        • chippwaltersC Offline
                          chippwalters
                          last edited by

                          Different triangulation plugins can work, but you still get problems.

                          You should consider manually creating 'guides' in your models to provide triangulation 'hints' for your model. Take this part of the alamo model I'm doing. You can see how the lines in the faces help with the triangulation.

                          https://filedn.com/lLMW4jXsJqxXkRYjd1UCoKL/3d/Trian.jpg

                          You can of course use the eraser tool and ctrl-click (PC, not sure Mac) to 'hide' the lines and they will still work as shown:

                          https://filedn.com/lLMW4jXsJqxXkRYjd1UCoKL/3d/Trian2.jpg

                          FWIW, the fastest triangulation plugin I've found is the SketchUV plugin triangulator.

                          Currently working with Cross-Reality technologies

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