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Home ? Tips & Tricks ? sketchup materials on models

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11/05/2011 20:48:05

toonaramaMuvizu mogulExperimental user
toonarama
Posts: 661
I am no SKETCHUP expert at all but I have managed to export textures ok. There is probably a better way but this is what I did.
1. Opened the materials window
2. Select tab and pick "In Model" materials from drop down list
3. For each material in the model RC and Export Texture image to wherever you want to keep them
4. In Muvizu import set USE ID TEXTURES to NO
5. RC on object and amend the textures to the ones previously saved.
6. Sometimes the image is not the correct size. To fix this go back into S UP Materials window and select the material you want to change and select EDIT tab and then adjust the tiling size numbers at the bottom. Trial and error to get to the size you require. Then you will need to re-export.

Thanks

Mick
edited by toonarama on 12/05/2011
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11/05/2011 23:35:34

JamieMuvizu staff
Jamie
(Account inactive)
Posts: 609
Nice tip toonarama! It's useful when you download a model in Sketchup that has nice custom textures on it that you want to use. An easier way, if all you want are colour pickers, is to just create basic bmp or tga files with a solid colour fill and then, on the materials window, click the + icon to create a material selecting your image and apply it to the faces you want. Once you import into Muvizu you can either select to not use an ID texture (and thus allow you to import other textures in Muvizu or apply videos or camera outputs as textures) or by selecting to use ID Textures have only colour pickers. The down side here, and the up side in Toonarama's method, is that you won't have scale / tile control in Muvizu. So you still need to do that in Sketchup, which can be tricky with a solid colour.

--
Direct, don't animate!
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22/03/2012 17:49:25

gimmick
gimmick
Posts: 179
Hello,
I have problems with the size & orientation of textures.

For exemple, when I import in Muvizu a very simple SketchUp object like a wood board (60x100x5cm) with jpg painting (2048x2048pixels), the result is as below

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22/03/2012 19:46:27

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
Hi gimmick,
this looks like a mapping problem, can you set down the steps you took in the creation & export of the plane. What I'm getting at here is did you use the material tools in sketchup to align your initial texture?
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22/03/2012 20:09:33

gimmick
gimmick
Posts: 179
thanks dilly,
When I import the texture in Sketchup, I directly resize it with mouse & Control Key.

So the texture has exactly the good size in SU

Then I export to ASE file
Then I import in Muvizu with settings:
- don't use ID textures
- map alpha to none
- no ambient occlusion
- double sided or single sided
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22/03/2012 21:00:03

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
When you import the texture did you right click and select 'make a new texture' and then export the textures as per Toonerama's tips in this thread?

From the image you posted it also looks as though the plane has triangulated somewhere along the import process.

I'm afraid I UVW unwrap my models in 3ds Max so I'm not to bright at textures in sketchup. Jamie is a bit nifty at it though!
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22/03/2012 22:12:42

HayManMarcExperimental user
HayManMarc
Posts: 128
Are you making the planes face the correct way in sketchup? (My one and a half cents worth of help, being new to this too.)
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22/03/2012 22:22:13

gimmick
gimmick
Posts: 179
Hello (I become crazy)

When I export ASE, SU says there are 6 faces. So it's just a board, without triangles.

And after, I do 1.2.3.4.5.6 as Toonorama


(Optionnaly, in the ASE I can replace toto.bmp by texture1.jpg & texture2.jpg : same problem)

NB: finally, I found a solution. I must reverse the face in SU. So the face is uncorrect in SU and correct in Muvizu (!?!)
edited by gimmick on 22/03/2012
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22/03/2012 23:00:27

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
Yup reversed faces will cause mayhem every time! Remember though that SketchUp builds in triangles so any face you make will be constructed of two triangles. The quad tools however from www.sketchucation.com (free) helps. I think part of the basic problem with SketchUp is the built in 'urge' to colour or place a material on everything as you are building.

I now purposefully do not apply any materials until the model is finished. That way its easier to spot the reversed faces, they are grey not white. When I'm satisfied there are no reversed faces I make a copy of the models skp file to colour, and I mean colour. The only material I will use is a transparent material if I'm making a glass object.

When you do come to adding colours to a SketchUp model start with the inside first. Reverse all the faces and paint them black. Now reverse the faces again and colour the correct colours. This reduces any white edges that you sometimes get peeping through at certain camera angles.

But I'm glad you've sussed it.
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23/03/2012 00:38:13

gimmick
gimmick
Posts: 179
Thanks for the link. I used to paint the inside sides in brown or black.

The export from SU to Muvizu is strange: sometimes it's ok with my complex objects (1000 faces) and sometimes, it's mayhem with simple cubes
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13/05/2012 20:51:59

Quorthon
Quorthon
Posts: 11
gimmick wrote:


(Optionnaly, in the ASE I can replace toto.bmp by texture1.jpg & texture2.jpg : same problem)


Hello Gimmick. Can you tell me what toto.bmp is? I get an error saying toto.bmp not found when importing a model donated to the Sketchup Warehouse (so not one I have made) into muvizu. But checking the list of materials in the model toto.bmp doesn't seem to be there. Yet, it's in your model too? Damn Computer..

Thanks. At least now I know that someone else has this toto.bmp error. These forums are great!
edited by Quorthon on 13/05/2012
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13/05/2012 22:12:58

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
The toto.bmp file is a base map used in conjunction with a sketchup .ase exporter. More information can be found in this tutorial here. http://www.muvizu.com/Video/12611/Importing-from-Sketchup-Part-1
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