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  • Sketchup to Max

    Can anybody share their successful Sketchup to Max workflow?

    As usual we've received a few skp models from different architects (quite a few recently) that we need to bring into Max. And as usual, they say "all the modelling is done, you just need to add materials and lights"

    Ive tried all sorts of different methods and setups but its always just a bit of a mess at the end.

    Ideally I would like all geometry split by material.

    I tried a sketchup script that supposedly created a layer for each material and then placed each materials faces on its specific layer. The problem is only a handful of layers come into max for some reason.

    Ive also tried a sketchup script 'group by texture', this seems to be promising, but its not breaking up objects with multi materials.

    How do they rest of you bring in skp files in a nice way?!

  • #2
    Select the objects ... Export them as 3ds, under options pick by material.
    Under 3d max import the geometry if you go back under the list of objects you will see several meshes grouped by material, so could easy select all the objects with the same material.
    I use SU a lot and I map as much as possible textures there, the names of the materials that I use in SU and max are the same... I replace all the standard mat in a couple click using updating materials with a library.
    I like to keep separated files in SU and max(xrefs)... Site, buildings, etc... So if you need to update one peace you don't need to export everything.
    show me the money!!

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    • #3
      Yes. Highly depends on who modeled in SU. I just did a job and the interior walls, window frames, and some exterior walls used the same material. So, when I brought it into MAX, it was a mess to separate things. The SU model had one layer, too, which also complicated things. Anyway, a muscled through it and survived.
      Bobby Parker
      www.bobby-parker.com
      e-mail: info@bobby-parker.com
      phone: 2188206812

      My current hardware setup:
      • Ryzen 9 5900x CPU
      • 128gb Vengeance RGB Pro RAM
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      • #4
        If you have that problem only apply any material to the frames and glass in SU before export them .... If they built them right, the windows should be components ( instances)
        show me the money!!

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        • #5
          Ok thanks will give the 3ds a try, but then what's the advantage of importing SKP directly into Max?

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          • #6
            The 3ds approach doesnt seem to work. Im testing on only a couple of objects, that all have the same material, but they are coming into max as separate objects still.

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            • #7
              go to the upper icon (select by name) when you click it you will see display groups (make sure that the display group filter is on) with the name of the material and several objects inside each group.
              Importing direct SKp files I think brings multi-subobject materials.....and don't forget to have select children on (under select by name>select).
              Last edited by flino2004; 13-03-2015, 09:28 AM.
              show me the money!!

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              • #8
                Originally posted by flino2004 View Post
                go to the upper icon (select by name) when you click it you will see display groups (make sure that the display group filter is on) with the name of the material and several objects inside each group.
                .
                This definitely hasnt worked for me, could be I did something wrong in the export. Maybe its something to do with the way this has been built.

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                • #9
                  Originally posted by AlexP View Post
                  ...Maybe its something to do with the way this has been built.
                  This one!
                  I find most people are self taught SKP and didn't learn properly how to make things components, work on layers, apply materials etc. There's always the exception so I'm not at all saying SKP suck or that people can't be self taught. There's self taught and then there's self taught. Same thing in Max.

                  One time I had an issue where half the SKP normals were facing inwards. I said to the modeller all you do is see where's the blue faces, then right click on them and invert the face. His answer: "Why? isn't it quicker to just select all of them and apply a white material?"
                  Last edited by Morne; 13-03-2015, 10:50 AM.
                  Kind Regards,
                  Morne

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                  • #10
                    Click image for larger version

Name:	SU-export.jpg
Views:	1
Size:	114.2 KB
ID:	855576

                    be careful with the units
                    show me the money!!

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                    • #11
                      after export it and open it in max this is what you should get.

                      select groups by material and standard materials
                      Attached Files
                      show me the money!!

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                      • #12
                        Did exactly as per your screenshot, so Im putting it down to something they've done (or not done) in the model.
                        Real pain

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                        • #13
                          common mistakes
                          - two material, one for the front face and a different one for the back face.
                          the back face should has the same material or default. (there is an script for this)
                          - no materials.... in this case I would assign one just to be export it as a different geometry.
                          show me the money!!

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                          • #14
                            hi
                            i use this one
                            http://www.simlab-soft.com/
                            Regards
                            savio alvares

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                            • #15
                              Import SKP in 3dsmax is still the best way. But ofcourse your model needs to be very clean.
                              A.

                              ---------------------
                              www.digitaltwins.be

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