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Make Model Using Google SketchUp

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How do we prepare the model for export using metric setting required? The wiki says "The System Units of the modeling software should be set to metric with 1 unit = 1,0 meters."  How does this translate in Sketchup?

 

Wiki Page http://www.skylineswiki.com/Asset_Editor

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When you start a new document in sketchup, just choose a template that has meters as the units from the dialog box when the program loads up.

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thats what i use

model units: cm

export: model

ingame scale: 1

 

 

the model units can be changed in the lower left -> model info

i don't know if it makes a difference though

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I have mine set to Architecture by default. I see that if we go to model info we can change the unit types. But how do you know that 1 unit=1.0 meters? I see mm, cm, and m. Would it make a difference which one to use? Sorry, I grew up on inches and feet. Gotta learn the metric system.

 

 

on another note, I'm currently studying Fredo6 ThruPaint plugin. Looks like a must have. Don't believe I never got into using it. Perhaps this will help with the texture maps.

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we know that 1 ingame unit/block = 8m = 800cm

had no problems with scale so far.

 

i haven't uv mapped in sketchup but the combination of sketchUV and roadkill looks interesting

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we know that 1 ingame unit/block = 8m = 800cm

So I can make a template of a small grid in Sketchup where the squares would be 8mx8m each representing the grids of the zones game?

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did a test and downloaded the current sketchup version. in fact you can't export directly to CSL (at least on my mac). fbx and obj both are broken. collada ends up beeing to small for some reason.

 

what you have to do is reopen the fbx using some tool that is able to write proper fbx files (blender? i used c4d), remove the root/null/group-object above the mesh and resave it.

 

doing so your idea works and is just what i do.

 

EDIT: autodesk fbx convert 2013.3

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We now have a beta Sketchup plugin by Onion_Army that gets assets into the editor straight from Sketchup in progress. You need Sketchup Pro for this. I was able to get a building into the asset editor successfully with one click. There's more work being done on this. So if you have a SU Pro license join the beta for this plugin called "Cities Skylines Tools" . For more info, check this thread  https://forum.paradoxplaza.com/forum/index.php?threads/modeling-with-sketchup.837565/page-4#post-19190616

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We now have a beta Sketchup plugin by Onion_Army that gets assets into the editor straight from Sketchup in progress. You need Sketchup Pro for this. I was able to get a building into the asset editor successfully with one click. There's more work being done on this. So if you have a SU Pro license join the beta for this plugin called "Cities Skylines Tools" . For more info, check this thread  https://forum.paradoxplaza.com/forum/index.php?threads/modeling-with-sketchup.837565/page-4#post-19190616

 

Saw this in the paradox forum... WOW !!

 

I wish someone will code such a thing for Blender... and I have some memories from the time I tried to struggle wish the 3DS->SC4 workflow (I wrote memories but nighmare is a better word).

 

 

Edit : I hope this will take the lod into account.

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We now have a beta Sketchup plugin by Onion_Army that gets assets into the editor straight from Sketchup in progress. You need Sketchup Pro for this. I was able to get a building into the asset editor successfully with one click. There's more work being done on this. So if you have a SU Pro license join the beta for this plugin called "Cities Skylines Tools" . For more info, check this thread  https://forum.paradoxplaza.com/forum/index.php?threads/modeling-with-sketchup.837565/page-4#post-19190616

 

Saw this in the paradox forum... WOW !!

 

I wish someone will code such a thing for Blender... and I have some memories from the time I tried to struggle wish the 3DS->SC4 workflow (I wrote memories but nighmare is a better word).

 

 

Edit : I hope this will take the lod into account.

 

I figure I can export the regular model and then the LOD using a separate texture set. But I agree it should be stressed. Can't stress it enough.

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How do we prepare the model for export using metric setting required? The wiki says "The System Units of the modeling software should be set to metric with 1 unit = 1,0 meters."  How does this translate in Sketchup?

 

Wiki Page http://www.skylineswiki.com/Asset_Editor

 

It doesn't matter what model units you use in SketchUp. The internal units are always represented in inches and the Model Info > Units settings is simply for display in the UI. Just model in 1:1 scale and you will be fine, MM, CM or M - pick your preference - even inches and feet if you really want to.

 

It's the export settings that matter. However, note that exporting from SketchUp you must set the Export units to Centimeters. This is because default import units in Unity is scaled by 0.01. Apparently this is because some modelling application apply a 100x scale upon export. Seems to be a common confusion around Unity. For whatever reason - the game might use Meters, but it's importer scales the input. SketchUp exports FBX in 1:1 - though the game doesn't use any unit info that might be in the file - it just reads the numeric values. That's why the Export settings from SU needs to be CM.

 

I wrote a summary of the whole thing here: http://www.thomthom.net/thoughts/2015/04/export-from-sketchup-to-cities-skylines/

 

 

 

 

We now have a beta Sketchup plugin by Onion_Army that gets assets into the editor straight from Sketchup in progress. You need Sketchup Pro for this. I was able to get a building into the asset editor successfully with one click. There's more work being done on this. So if you have a SU Pro license join the beta for this plugin called "Cities Skylines Tools" . For more info, check this thread  https://forum.paradoxplaza.com/forum/index.php?threads/modeling-with-sketchup.837565/page-4#post-19190616

 

Saw this in the paradox forum... WOW !!

 

I wish someone will code such a thing for Blender... and I have some memories from the time I tried to struggle wish the 3DS->SC4 workflow (I wrote memories but nighmare is a better word).

 

 

Edit : I hope this will take the lod into account.

 

I figure I can export the regular model and then the LOD using a separate texture set. But I agree it should be stressed. Can't stress it enough.

 

 

The exporter extension I wrote simply patches the FBX so the unwanted extra node is removed and the game can read the file. It doesn't do anything else.

 

What exactly are you guys thinking of when you say "take into account LOD"? Based on the Wiki it sounds as though the game create a low poly version automatically, but one can create your own if you want to.

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What exactly are you guys thinking of when you say "take into account LOD"? Based on the Wiki it sounds as though the game create a low poly version automatically, but one can create your own if you want to.

 

The automatic LOD generation do not result in good looking buildings when zoomed out in many cases. I think it depends on how detailed the model is. Trees do not need custom LODs as they generate automatically and do not support custom LODs. There are some examples of some bad results in the following thread

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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

 

 

Model Info > Statistics only give the face count - however, what's interesting is the triangle count. I have the code for that already in another extension: http://extensions.sketchup.com/en/content/model-info

The automatic LOD generation do not result in good looking buildings when zoomed out in many cases. I think it depends on how detailed the model is. Trees do not need custom LODs as they generate automatically and do not support custom LODs. There are some examples of some bad results in the following thread

I don't see how the FBX exporter can do anything about. This sounds like a matter of creating the low poly version when needed. When you can't, for trees, then I'm guessing the topology of the mesh affect how well the model is reduced. Would be interesting to see the triangulation of the trees that ships with the game.

 

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basically ppl should learn to create there own LOD model!! theres no way around it. why not start with the LOD before creating the detailed one. If they're able to create really high poly meshes which are even to complex for the ingame LOD handler at times, they should be able to create a 50-150 poly model + a matching texturemap.

 

the ingame lod handler will just scale your texture and try to reapply the uv map which isn't to great for the overall quality anyways.

 

we'd have less messy stuff if the LOD was actually needed and the detailed model was optional.

 

on the other hand the wiki is still missing lots of things and ppl just do stuff instead of browsing through 4 different forums.

so i don't blame them. CO should really say how we can get the best performance and quality. eg should our models have no more then 2000 tris? or is 4k still fine? they developed the game for some time and made several models so they should know what they did. but until know i've never heared or read any official advice eg regarding polycount.

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basically ppl should learn to create there own LOD model!! there no way around it. why not start with the LOD before creating the detailed one. If they're able to create really high poly meshes which are even to complex for the ingame LOD handler at times, they should be able to create a 50-150 poly model + a matching texturemap.

 

the ingame lod handler will just scale and your texture and try to reapply the uv map which isn't to great for the overall quality anyways.

 

we'd have less messy stuff if the LOD was actually needed and the detailed model was optional.

 

on the other hand the wiki is still missing lots of things and ppl just do stuff instead of browsing through 4 different forums.

so i don't blame them. CO should really say how we can get the best performance and quality. eg should our models have no more then 2000 tris? or is 4k still fine? they developed the game for some time and made several models so they should know what they did. but until know i've never heared or read any official advice eg regarding polycount.

Yeah I agree that LODs have to be made by the user and no plugin settings are needed for this. I also agree that we need more official developer insight. I think they're just watching us go and still discovering things they never thought of through the modders and their experimenting. Things like poly count can be subjective depending on the user's system. Some of us with beefier rigs can handle 81 tiles and blow past the tree limits and have high detailed buildings etc.and some users cannot. I would hope we are not limited in that regard but modders should attach stats to their models so the players can decide if they can handle it.

 

I always watch the model info in Sketchup for polygon count. I just have to get used to "faking" some things. And speaking of trees, anyone tried the Tree Maker plugin?

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Isn't the Wiki open to everyone? Isn't that the point of wikis?


Ah - I though you meant about the units etc. I just read the post where you asked for polygon count info. That's great! 

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