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Make Model Using Google SketchUp

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Yes and no, you need something like 3ds max for exporting to the game, as the Sketchup .fbx exporter exports the axis of abscissas too, wich leeds to an empty import to the game.

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Sketchup is definitely usable but it lacks the UV tools you need. What I do is model in Sketchup and export it to Blender for UV unwrapping and final export preperation. But I will say Sketchup is my modeling tool of choice.

 

EDIT: It also depends on what version of Sketchup you're using. I have the pro version so I can export to various file types. If you're using the free version, get the obj exporter plugin and run it through another app like Blender Max etc.

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If done right, 3ds max recognise texturing in sketchup as proper uv unwrapping.

Here is a screen in sketchup:
sk8wucl.jpg

And here after import through 3dsmax (didnt compensated the ingame oversaturation jet):
ingamel7ug1.jpg
 

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Sketchup is definitely usable but it lacks the UV tools you need. What I do is model in Sketchup and export it to Blender for UV unwrapping and final export preperation. But I will say Sketchup is my modeling tool of choice.

 

EDIT: It also depends on what version of Sketchup you're using. I have the pro version so I can export to various file types. If you're using the free version, get the obj exporter plugin and run it through another app like Blender Max etc.

 

 

Thanks Mr_Maison, Is it possible to have a tutorial for theses steps in Blender for making the building ready for the game ? Sketchup looks accessible. I'm looking to create models for the game, i,m new to 3ds modeling. 

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I'm not a 3D modeler myself, but I did read that Sketchup is terrible at keeping poly count low, and tends to make polygons instead of tris and quads. Just be sure to check in on that.


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I'm not a 3D modeler myself, but I did read that Sketchup is terrible at keeping poly count low, and tends to make polygons instead of tris and quads. Just be sure to check in on that.

 

Yes you're absolutely right and I came into the thread to say just that. If you use sketchup you're probably going to have to do a lot of cleanup in 3ds max in order to lower the poly count, because sketchup makes messy models.


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Sketchup is definitely usable but it lacks the UV tools you need. What I do is model in Sketchup and export it to Blender for UV unwrapping and final export preperation. But I will say Sketchup is my modeling tool of choice.

 

EDIT: It also depends on what version of Sketchup you're using. I have the pro version so I can export to various file types. If you're using the free version, get the obj exporter plugin and run it through another app like Blender Max etc.

 

 

Thanks Mr_Maison, Is it possible to have a tutorial for theses steps in Blender for making the building ready for the game ? Sketchup looks accessible. I'm looking to create models for the game, i,m new to 3ds modeling. 

 

Here's a good tutorial for Blender preparation 

 

The most important thing to remember about modeling in Sketchup is to keep your models simple and make sure your front faces are always facing outward. Flipped faces "normals facing the wrong way" is one of the most common mistakes made using Sketchup which causes problems later in the pipeline. (the darker blue side is the back face btw) The 3D warehouse have many many models with this issue so avoid using models from there unless you're willing to clean them up.

 

I have to investigate about the poly count. I imagine if we keep in mind that we are modeling for a game and not ArchViz, and keep the geometry simple, we can control the poly count. Do as much aesthetic work with the textures and materials as possible. I see a lot of Sketchup users making some nice buildings lately. Not sure what their export processes are though.

 

Here's one example by a user on reddit https://imgur.com/a/L73UK

reddit comments http://www.reddit.com/r/CitiesSkylines/comments/2za2gi/this_game_needs_more_skyscrapers_i_imported_3/

 

So yeah I would agree that Sketchup may require some more post work but it's one of the easiest and fastest modeling programs to work with. That said, I would invest some time to learn Blender too but it have a much steeper learning curve.

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Sketchup is definitely usable but it lacks the UV tools you need. What I do is model in Sketchup and export it to Blender for UV unwrapping and final export preperation. But I will say Sketchup is my modeling tool of choice.

 

EDIT: It also depends on what version of Sketchup you're using. I have the pro version so I can export to various file types. If you're using the free version, get the obj exporter plugin and run it through another app like Blender Max etc.

 

 

Thanks Mr_Maison, Is it possible to have a tutorial for theses steps in Blender for making the building ready for the game ? Sketchup looks accessible. I'm looking to create models for the game, i,m new to 3ds modeling. 

 

Here's a good tutorial for Blender preparation 

 

The most important thing to remember about modeling in Sketchup is to keep your models simple and make sure your front faces are always facing outward. Flipped faces "normals facing the wrong way" is one of the most common mistakes made using Sketchup which causes problems later in the pipeline. (the darker blue side is the back face btw) The 3D warehouse have many many models with this issue so avoid using models from there unless you're willing to clean them up.

 

I have to investigate about the poly count. I imagine if we keep in mind that we are modeling for a game and not ArchViz, and keep the geometry simple, we can control the poly count. Do as much aesthetic work with the textures and materials as possible. I see a lot of Sketchup users making some nice buildings lately. Not sure what their export processes are though.

 

Here's one example by a user on reddit https://imgur.com/a/L73UK

reddit comments http://www.reddit.com/r/CitiesSkylines/comments/2za2gi/this_game_needs_more_skyscrapers_i_imported_3/

 

So yeah I would agree that Sketchup may require some more post work but it's one of the easiest and fastest modeling programs to work with. That said, I would invest some time to learn Blender too but it have a much steeper learning curve.

 

 

Thanks for the generous infos, i downloaded Blender and found a very good tutorial about it, in my mother tongue (French). Since i can do all do all the steps with the same program, i'd rather stick with it. My goal is to create farm buildings and assets of all kind, all about farming and agriculture. 

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Oh excellent! I found this video to be very helpful. Thank you. I have now been able to create a model in Sketchup (my favorite modeling program) and port it into Blender for the final export into the correct .fbx format. Then successfully get it to open in the Asset Editor with textures intact. I'm well on my way to having my first C:SL building mod to share on the STEX.

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JaWood, would you mind sharing your workflow with us (me)? 

 

I'm trying to export SketchUp files to Blender and import them in C:S but I'm struggling, can't seem to get it right.  >:(  

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I'm not a 3D modeler myself, but I did read that Sketchup is terrible at keeping poly count low, and tends to make polygons instead of tris and quads. Just be sure to check in on that.

 

Yes you're absolutely right and I came into the thread to say just that. If you use sketchup you're probably going to have to do a lot of cleanup in 3ds max in order to lower the poly count, because sketchup makes messy models.

 

 

I heard that claim enough times. And yet there is no clear solution being presented every time I asked anywhere.

And till today I'm still puzzling on what should I do to get skp model into a 3d game.

 

After I tried to do a skp import to 3ds, I'd seen no such problem of messy polygon at all - in fact they already optimized to the lowest possible I can calculate.

It's very likely just Sketchup users' certain bad habit, rather than the fault of the software. Blaming the software doesn't sounds right to me, and that's exactly what I get when I asked around.

 

Polygon issue aside, the biggest headache actually the UV texturing part. Oppose to archviz / other works that do not require single texture mapping... this is the territory that I am very unfamiliar with.

I'm still searching for the best possible way to do this especially for objects that is not flat.

Preparing the texture doesn't sounds to be a big problem, but applying it seems to be one.

 

Currently I'm looking for a method to unwrap the whole skp model into flat plan, so it is easier to prepare the texuter in Ps.

Better yet - if there is some sort of method to automatically produce single UV texture - from already applied separated texture in Sketchup.

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xonedl- There are many tutorials on UV mapping. What program will you use? I'm assuming you would use 3ds max so just do a search for the basic practice using that program. The video above shows UV unwrapping done in Blender. The principle is the same in all 3D programs that support it.

 

And yeah, as simple as Sketchup is, too many artists make many mistakes using it then blame the program.

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At most I'd probably just use 3DMax although I'm not really liking it much to be honest.

I used it for a while during BAT creation for SC4 but that did not involve any texturing work in 3DMax part.

I found the UnwrapUVW stuff and will take some time later to learn about it, hopefully that's the right track  :lost:

 

A quick look for now, looks like it's on the right track...

Uh... need to learn to fix those mapping method... Thing's aint' right for those cylinder pillars...

 

pAhHcoj.jpg

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OK now I have an important question - what type of modelling approach we should be using?
Merge everything into one entity / object, or multiple entity? Because merging everything does increase polygon count by a lot.

Or the game do not have such requirement / restriction in this matter?

 

Ezx1gn4.jpg

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The model have to be one object. Is it possible to convert that model into quads? That would bring the poly count down.

 

Did you make this model in Sketchup or Max? Imported models seem to get triangulated. That poly count is not so bad though.

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this is just the topic I was looking for, thank you all for your contributions, I'll be following this thread and any new comments that come up.

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The model have to be one object. Is it possible to convert that model into quads? That would bring the poly count down.

 

Did you make this model in Sketchup or Max? Imported models seem to get triangulated. That poly count is not so bad though.

 

Ouch, thanks.

In that case tools like Solid Inspector² would be extremely valuable as it able to clean up unwanted interior lines and face after merging, also pointing out exact location of error that it can't fix by it self.

 

The test model was made in Sketchup but I triangulate it before export - but it doesn't matter though, still get triangulated when import to 3ds.

I thought the dev specifically ask for triangle count? I read that all over the place.

 

But wait, in the video above. Wasnt he has two different object intersecting each other? Or it is just blender have a different "way of things"? Totally never used that tool.

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Well, I though I had figured it out using Blender, but I guess not. Frankly, the program is way over my head and I can't figure out how to navigate it worth beans. I was able to export a simple house shaped model as a .3DS file from Sketchup into Blender (with textures already applied) I perform a UV Unwrap, which totally screws up the alignment of the textures I already applied in Sketchup, but oh well, this is just a test and I want to make sure I'm following the steps exactly. Then I export it as a .FBX from Blender into the Colossal Order "Import" folder. I followed the instructions in the video above, making sure the correct buttons were checked upon export, etc, and I place the .JPG file used for texturing in the "Import" folder as well. But when I open the model in the asset editor, all I get is a flat grey model with no textures. What am I doing wrong? I don't get it.

 

UPDATE:

 

I tried again. To eliminate Sketchup being the problem, I started over starting with Blender. I created a simple cube. I placed a 512X512 brick textured JPG in to the "Import" folder, then attached it to my Blender cube using the UV Unwrap tools. I exported the .FBX file just as the video describes to into the "import folder". Once again, inside the Asset Editor I get a model, but no textures on the model. Still stumped.

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If the model shows up, there cant me that much wrong, mhh maybe jpeg isn´t supported, I allways use .png, or the texture has a wrong name. Name it like your model, but with a "_d" prefix. If your model is "Cube.FBX", your texture needs to be "Cube_d.png". Even a "cube_d.png" wont work (that happend to me :D)

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I ran a test with Sketchup to see if all the prep work I'm reading around the web is really necessary. I found that a simple run through Blender kept the textures on the model without having to unwrap (I exported from Sketchup to Blender as obj). Then I exported my model from Blender as FBX into the asset editor following the video export instructions and both my textures were on the house. I wasn't sure how to deal with 2 diffuse maps so I only renamed the roof shingles with the _d. In the asset editor, my brick texture showed up also. I didn't rename the brick texture with the _d so I wonder why it worked. On the other hand, my textures have a color overlay on them and I don't see where to tweak them. The pics below shows what I'm looking at.

 

This is the Sketchup view showing the textures

HouseTest1_zpsxd5kdqcg.jpg

 

 

This is what I see in the editor. How do I recover the texture colors?

HouseTest2_zps2sepsrfw.jpg

 

xonedl, I was wondering the same thing with the ramp in that video. Hmmm...

 

 

 

EDIT: I totally forgot to update this post. I was mistaken thinking both textures went into the editor. Those are bricks on the roof in this screenshot. I later learned to make one diffuse map and got it done correctly. So simply importing to Blender and then to asset editor does not work. You must make 1 diffuse map including all textures for the model. Sorry if this post caused any confusion.

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Well, I though I had figured it out using Blender, but I guess not. Frankly, the program is way over my head and I can't figure out how to navigate it worth beans. I was able to export a simple house shaped model as a .3DS file from Sketchup into Blender (with textures already applied) I perform a UV Unwrap, which totally screws up the alignment of the textures I already applied in Sketchup, but oh well, this is just a test and I want to make sure I'm following the steps exactly. Then I export it as a .FBX from Blender into the Colossal Order "Import" folder. I followed the instructions in the video above, making sure the correct buttons were checked upon export, etc, and I place the .JPG file used for texturing in the "Import" folder as well. But when I open the model in the asset editor, all I get is a flat grey model with no textures. What am I doing wrong? I don't get it.

 

UPDATE:

 

I tried again. To eliminate Sketchup being the problem, I started over starting with Blender. I created a simple cube. I placed a 512X512 brick textured JPG in to the "Import" folder, then attached it to my Blender cube using the UV Unwrap tools. I exported the .FBX file just as the video describes to into the "import folder". Once again, inside the Asset Editor I get a model, but no textures on the model. Still stumped.

 

I highly recommend all beginners to go through these lessons to learn Blender http://gryllus.net/Blender/3D.html

 

That instructor got me going within 48hrs. You can tell he is a professor or something by the way he takes you through the lessons. He teaches from an older version but the basics are still there and very relevant. I had a lot of trouble wrapping my brain around Blender until I took my time and watched these video lessons. Most of the videos are short and to the point.

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"_d" was the issue. I get it now, and I was finally able to get a textured model to show up in the Asset Editor. Yes, I am under the impression that all textures used on the model must be included in one single UV diffuse map as a .jpg or .png in pixel multiples of 2 up to 2048x2048.  That will be frustrating on models where high detail is desired, but doable with some clever Photoshop aligning, rotating and nesting. I think I'm up to the challenge. I think I'm done with testing for now. On to some real modeling!

 

Edit: The other thing I notice is when I exported from Sketchup into Blender, the model shrunk by 1/2. I exported as a .3DS file, made sure to set the units during export as meters, but it still came in half size in Blender. Scaling by 200% was not hard to do once in Blender though, and then exporting to a .FBX from there, so if it continues to do that to me in the future I know how to handle it.

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Can I make ingame models using google sketchup?

Haha hello, I know you will thank me too ...: D Well, I am not yet satisfied but for beginners is already a beginning,,, install the plugin in scketshup SCKETSHUPUV With him on the program's work area, u need texturing sound just a material dragging and changing the size of the texture. Never use other stuff out of it, then select the template, go on the first of scketuv plugin button and give triangulate. Save in Collada ... Vc will see only a material in the ... Put your Collada and their stuff on the cities folder ... Well ... Remember that you can not try this with groups. It has to be all broken up. And in Collada settings just KEEP TEXTURES AND TRIANGULAR, rank should be cleared.
 
The model 20,20x20,20 M is a cell of the fully occupied cities.
 
Follow my model with SCKETSHUP.

well, of mine has been right.  coming soon  i make a tutorial.

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good ol sketchup!

I use to make starships in sketchup back in the day!!!

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Hi there everyone

Long time SketchUp user, also SketchUp extension developer. (Normally I my nick on forums are "thomthom", but this time it was taken unfortunately.)

 

Bought the game recently and really enjoyed it - got intrigued by the modding capabilities and started looking at tools - in particular SketchUp related workflow.

 

 

Yes and no, you need something like 3ds max for exporting to the game, as the Sketchup .fbx exporter exports the axis of abscissas too, wich leeds to an empty import to the game.

 

What's the issue with the axis? The XY flipping? Have you explored the exporter settings?

 

saxmc9.png

 

 

 

 

Sketchup is definitely usable but it lacks the UV tools you need. What I do is model in Sketchup and export it to Blender for UV unwrapping and final export preperation. But I will say Sketchup is my modeling tool of choice.

 

EDIT: It also depends on what version of Sketchup you're using. I have the pro version so I can export to various file types. If you're using the free version, get the obj exporter plugin and run it through another app like Blender Max etc.

 

There are a few extensions for better UV mapping SketchUp, one of my favorites are Fredo's ThruPaint:

http://sketchucation.com/forums/viewtopic.php?t=44552

 

But for UV Unwrap I'd go with Dale Marten's SketchUV:

https://extensions.sketchup.com/en/content/sketchuv

 

It lets you use third party UV mapping editors with SketchUp.

 

 

I'm not a 3D modeler myself, but I did read that Sketchup is terrible at keeping poly count low, and tends to make polygons instead of tris and quads. Just be sure to check in on that.

 

Yes you're absolutely right and I came into the thread to say just that. If you use sketchup you're probably going to have to do a lot of cleanup in 3ds max in order to lower the poly count, because sketchup makes messy models.

 

 

Can't say I see the argument that SketchUp creates messy models - that depend on the modeller. Like any polygon modelling tool you can create clean or messy - entirely up to you.

 

 

 

The model have to be one object. Is it possible to convert that model into quads? That would bring the poly count down.

 

Did you make this model in Sketchup or Max? Imported models seem to get triangulated. That poly count is not so bad though.

 

Ouch, thanks.

In that case tools like Solid Inspector² would be extremely valuable as it able to clean up unwanted interior lines and face after merging, also pointing out exact location of error that it can't fix by it self.

 

The test model was made in Sketchup but I triangulate it before export - but it doesn't matter though, still get triangulated when import to 3ds.

I thought the dev specifically ask for triangle count? I read that all over the place.

 

But wait, in the video above. Wasnt he has two different object intersecting each other? Or it is just blender have a different "way of things"? Totally never used that tool.

 

 

When you say interior lines, do you mean edges between of coplanar faces? Because Solid Inspector doesn't remove that - it only remove internal faces in what should be manifold geometry and stray edges.  CleanUp on the other hand will merge coplanar faces and colinear edges - reducing the number of entities as much as it can:

https://extensions.sketchup.com/en/content/cleanup%C2%B3

 

 

 

Can I make ingame models using google sketchup?

Haha hello, I know you will thank me too ...: D Well, I am not yet satisfied but for beginners is already a beginning,,, install the plugin in scketshup SCKETSHUPUV With him on the program's work area, u need texturing sound just a material dragging and changing the size of the texture. Never use other stuff out of it, then select the template, go on the first of scketuv plugin button and give triangulate. Save in Collada ... Vc will see only a material in the ... Put your Collada and their stuff on the cities folder ... Well ... Remember that you can not try this with groups. It has to be all broken up. And in Collada settings just KEEP TEXTURES AND TRIANGULAR, rank should be cleared.
 
The model 20,20x20,20 M is a cell of the fully occupied cities.
 
Follow my model with SCKETSHUP.

well, of mine has been right.  coming soon  i make a tutorial.

 

 

A second thumbs up for SketchUV. :)

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ThomThom it's a pleasant surprise to see you here! I'm Mistro in the Sketchup and Thea forums. I have many of your plugins including Vertex tools etc. Didn't know you had interests in these parts. You can clear up a lot of myths about Sketchup here for users who want to use SU. I started a list of tools in the modding section. Maybe you can add some of your plugins to the list 
 
I never used a 3rd party UV program with SketchUV. I completely forgot that was possible. What 3rd party app would you recommend? If I can skip going through Blender, that would be great!

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Hi, 

 

After modeling et texturing the model in sketchup,

I am very interested in a method of compiling easily all textures et material in one maps.

If i can use only sketchup without Blender, it's will be cool. :)

 

I have tested the dae format, is working in asset editor, may be a method to import directly into that format already exists ?

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What 3rd party app would you recommend? If I can skip going through Blender, that would be great!

 

Well, that's why I'm here - to find out for myself. Found this thread on Cities Skylines and SketchUp so I figured I'd join in with the exploration. :)

 

I've always enjoyed building games - and strategy games. Spent mindless hours with Rome Total War. Though the recent five years I've hardly played at all until my nephew got me playing Minecraft. :D Now I stumbled into Citites - which is a nice experience compared to the last Sim City. I really wanted to play multiplayer and have my friends as neighbours, but Sim City was too buggy and too small of a playground. Given how well Cities Skylines seem to "just work" I'm very happy. But I'd love to import and export my own models. Been toying with the idea of getting the town I live in into the game. In my previous job I worked at an architectural office and built up a good collection of building models locally. :)

 

So - it seem to be main two items here:

1. Exporting directly from SU to game assets.

2. Take a model with multiple maps and convert them into a single map (given the dimensions the game desire.)

3. Probably nice to have a polygon count tool.

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saxmc9.png

 

...

 

Can't say I see the argument that SketchUp creates messy models - that depend on the modeller. Like any polygon modelling tool you can create clean or messy - entirely up to you.

 

...

 

When you say interior lines, do you mean edges between of coplanar faces? Because Solid Inspector doesn't remove that - it only remove internal faces in what should be manifold geometry and stray edges.  CleanUp on the other hand will merge coplanar faces and colinear edges - reducing the number of entities as much as it can:

https://extensions.sketchup.com/en/content/cleanup%C2%B3

 

 

 

you need to triangulate all faces.

 

yeah sketchup's fine. i guess you already know what you're doing on this part. 

just collapse all, turn your model upside down and remove everything from the inside. make sure to have no groups at all. just one mesh. make sure to have no "lurking" points on edges.

also you might want to add lines where sketchup creates n-gons (polys with more then 4 points) to help the triangulated polycount but be careful... you can also increase the polycount by doing so.

 

i can post some screens if needed.

 

 

 

3. Probably nice to have a polygon count tool.

 

you have. sketchup. click in your bottom left -> model info -> statistics -> faces

be sure to check the triangulated fbx though as it will be much higher then your skp with n-gons

only the triangulated final product is relevant

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