sorry, here is my carelessness, it imports textures fine.
Thom, are there any news about it or not yet?
when I import your obj test.obj into SU it is about 40m wide and 64.5km from ORIGIN…
the differential ratio of around 1612.5 may be an issue for max…
also, it’s material also appears to be a ‘color’ not a ‘texture’ does that matter?
john
it’s very strange because when I import this file back to SU it is placed and measured the same as was created.
Maybe you have chosen different units when importing a file.
this is just as an example mesh and yes only the color applied here to faces
look what I found. 3ds Max can import it when I switch on an option like “import as single mesh” and looks like everything works fine. But quads are not actually quads as you can see on my gif
I’m using my own importer, it possibly defaults to meters and I rescale after…
but the ratios the same, this is in a mm template as imported…
does your Template have it’s AXIS set differently to normal?
john
no, axes were not changed. they are standard, by defaults.
@thomthom aftrer some experiments I think I found something that maybe could be usefull to solve the problem.
Well,
A mesh could be exported as .obj and successfully imported in 3ds max in both cases:
a) in OBJ Import Options Dialog (3ds max) should be selected “import as single mesh”;
b) all the edges (normals) are smoothed in SU. In that case, you don’t need to select in dialog “import as single mesh”
What is good is that QFT can really preserve quad topology in comparison with standard SU Pro obj exporter that always triangulates a mesh. But QFT obj exporter do it like if the mesh was duplicated twice - one is triangulated and another is quad at the same time, at the same place. look it in my screen record
That sounds like a flaw in the max importer if you must import it as a single mesh…
Have you tried to change objects types upon export?

hmm… strange that should matter.
I’m wondering if max haven’t been maintaining their OBJ importer for a while.
Blender works fine:
Seems that max is being particularly picky with OBJ files…
I don’t understand what is going on in that video there…
Do you have two components in SU when you export?
no, seems like QFT obj exporter dublicates a mesh making one triangulated and one quad as you can see it in my video when I import a mesh in 3ds max I see that there are actually two meshes with different topologies.
yes, and the result is the same
I just downloaded blender and see it imports fine, without any dublicating like in max.
Yea, the issue definitely is with max here. I test with round-trips via SketchUp, macOS and Windows OBJ viewer, Blender and PhotoShop. Given all of those working fine, any importer showing different result would be an issue with that particular importer.
I don’t know what I can do to improve this from my end. I don’t have Max, nor can I afford it just to workaround an issue on their end.
I’d recommend you contact their support and file bug reports. Referring to that the OBJ files work fine in other applications. They also look legit in terms of file format specifications.
ok, I’ll report them. thanks
@thomthom Thom, can you check this thread on max forum Solved: Re: Import obj file from SketchUp to 3ds Max issue, looks like problem only in m - Autodesk Community. There have been said about duplicating faces in obj file I attached for them and generated by QFT and it can be even checked by notepad as for example. I have open an .obj file and see it too, faces are duplicating.
Your guys rised an import topic regarding sketchup to 3dsmax flow.
What I found so far is whatever convert file type you use, import sketchup model into 3dsmax will cause the quad-face auto converted into triangle-face once you uncheck " edges only" in 3dsmax Display.
I believe it is due to sketchup use OpenGl while 3dsmax use Direct3D for API and they are total different modelling system. see the snapshot below
No. OpenGL has nothing to do with this. It is about the transfer format you use. 3DS is always triangulated, it doesn’t support the kind of polyfaces SketchUp uses, and AFAIK, neither does 3dsMax.
Thanks for your comments. It also cause the model size in max increased by 100% if I am not wrong.
I want to say the OpenGL and Direct3D has different UV.






