I used to physically model a lot of details but now I use bump, height, detail and occlusion maps in the shaders in unity5 which gives a good level of detail but keeps the poly count down. fbx which is helpfull for glass but then I would also do materials in Unity5. This seems to help simplify things a bit. Then I do all my material assigning in Unity in the standard shader which is awsome. What does help is to make sure all surfaces have no backside material and make all front surfaces the UV Map pattern for example. I’m not sure if this is all down to the same problem or if there is a whole slew of issues here. Then if you reorient the face in sketchup, the exported group is suddenly on it’s side or scaled down 183%. It is so anoying when you open a group in Unity5 and the group bounding box is at 33.7865 degrees from the face. fbx.Īlso another real “pain” is the orientation of boundary boxes on groups. Especially when you have to UV map every surface and re-export into. I’ve tried the UV map plugin and sometimes this fixes these problems but it’s very tedious. fbx missing a UV channel better than UE4 but often textures have strange effects like being sideways or different sizes accross surfaces created in the same scale in sketchup.
![export models with 2 uv channels from ultimate unwrap 3d export models with 2 uv channels from ultimate unwrap 3d](https://helpx.adobe.com/content/dam/help/en/dimension/using/exporting-model-uvs/jcr_content/main-pars/multi_column_1847907091/col-50-50-c2/image_copy/Use2_ExportUVs.jpg)
I use Unity5 for VR walkthroughs which is awsome! but very often I get UV maping problems. A straight fbx export from sketchup to UE4 causes an overlap because UE4 is looking at the texture UV (channel 0) since there is no second UV channel.īeing a sketchup user for many years and not using many other 3d programs like 3DS Max or Maya, I’m a little unfamiliar with UV channels but I’m learning about them because of this issue… If the Lightmap UVs are overlapping then you get an error.
![export models with 2 uv channels from ultimate unwrap 3d export models with 2 uv channels from ultimate unwrap 3d](https://i.ytimg.com/vi/xWLcVflYANg/maxresdefault.jpg)
This is where everyone, myself included, is having trouble. The second UV layer (UV channel 1) is for Lightmaps. The first UV layer (UV channel 0) is for texture mapping and UE4 doesn’t mind if the texture UVs are overlapping. UE4 needs at least two UV channels to render the spaces correctly. Supposedly SketchUV can do this, but I haven’t been able to get that plugin to actually export UVs with the I’ve used many of your plugins before and find them really helpful. At least Blender is free, but I’m learning that mapping UVs in that program is not a fast process. dae file into Blender and map the UVs there, then saving it as an FBX for UE4. Right now the suggested workflow for getting a sketchup model into UE4 (Unreal Engine 4.8) is to send a. I too would really like there to be a way for sketchup to export multiple UV channels with an FBX. But even you own one, it means an additional step to create the UV coordinates for each component.Ī support for UV coordinates and better tools for placing and adjusting textures, for example on round faces, would be really nice. This circumstance make Sketchup useless if people don’t own a more expensive 3D modelling tool. Unfortunately Sketchup doesn’t support UV coordinates which is required by theses tools. Especially with the release of the Virtual Reality Headsets later this year there is even a higher demand for creating interactive models with ease. This is becoming an important part for architecture visualization already and will be more important soon. This makes Sketchup the perfect start to create Real Time Visualizations in game engines.
![export models with 2 uv channels from ultimate unwrap 3d export models with 2 uv channels from ultimate unwrap 3d](http://docs.pixologic.com/wp-content/uploads/2013/01/UVMaster01.jpg)
Sketchup is fast, easy to use and offers endless models from the warehouse (high and low poly). Especially for architecture this is a big issue. Nowadays more and more people are going to export files to game engines like Unreal Engine, Unity or CryEngine.