Export to 3dsmax - Major Problems

I was testing all export options for 3dsmax.

  • .3ds
  • .obj
  • .fbx
  • .dae

I am facing two major issues:

  1. When exporting, I can see a huge amount of flipped normals.
  2. Second issue. A lot of Geometry that was built in Sketchup is Co-Planar.

I can’t go manually through thousands of objects, to fix those major issues.

Question:
How to deal with that when exporting data to 3dsmax?

Any 3rd party plugins that will do that automatically for you?

Thank you very much for any little help,
appreciate it!

3ds max directly import SketchUp files, have you tried that?

In SketchUp, does the 3D model have all the faces oriented correctly (see white faces)?

Also, see this discussion: Some of my model face is reversed when import to MAX. Help • sketchUcation • 1

Thank you very much, appreciate your help!

Is there a way to select different colored faces at once, and reverse multiple faces with one mouse click?

When I check the model inside of Sketchup, I have hundreds of flipped normals.
That means, I need to select all of those faces and reverse them.

When using Face Style–>Monochrome I can see two colors.
Each color represents one side the normals are facing.

Sooo… is it possible to select mulitple faces with one color set and reverse them all at once?

Thank you so much,
I hope this is somehow possible!
cheers!

You’re welcome!
With “Orient Faces”:

or with a plugin - Fredo6 Tools:

1 Like

The orient faces doesn’t work. Because when I do so, it flips at the same time other faces, that are oriented into the right direction.

This is the model I am testing right now:

you can see the issues.
It’s a riddle for me how to resolve this procedural and quickly.

Thank you so much - keep rocking, your help is amazing!

Not a one-click solution but:

  • because the model is a combination of groups and raw geometry, you can select everything then Explode (but this probably is also depends on how you want to use the model);
  • select again everything and use Fredo6 Tools > AutoReverseFaces, and… wait! (it will take a while);
  • select a face and go to Window > Preferences > Shotcuts, and assign a shortcut for “Reverse Faces” command. Now, change with the help of that shortcut the rest of the faces who may need to change the orientation (just a few).

Thank you very much.

It helps a little bit. I still have to go in and change a lot of faces manually.
Why is this even happening?

I was testing and downloading lot’s of different models in the sketchup format.
All of them, do have the same issue with the faces.

  • I don’t get that. Is this the modelers fault?
  • Or a program error?
  • Why are all models so messed up with the face orientation?

It is not a software error!

For easier selection of the remaining faces, you can use the Selection Toys plugin > Same Direction Faces

Anyway, with the way I showed you, in a few minutes you will solve the problem of the back-faces of that model. :wink:

well thank you so much. You are awesome!

last thing I noticed:
lot’s of faces don’t have two faces. They would need a shell.
Or… let’s say. the geometry needs actually two sides.

Is there a quick modeling tool inside of Sketchup, to add an additional face?
So you have double sided normals facing in both directions?

At the fence, I saw. Use PushPull to create geometry.

I used the PushPull - but when using it, you don’t get a double geo.
it just pushes or pulls one face into one direction.

or am I missing something here?

Use PushPull and Ctrl for that situation

aahhh… that’s the magic button. awesome. you rock.

sooo… now… I tried to save the .skp file with 2015. And I was able to load it into 3dsmax.
But all texture maps are missing.

How the heck can I make sure, all the texture maps and materials are being loaded inside 3dsmax when loading the .skp file?

Those “texture maps” are actually just colors and are applied to one of the faces (in this case, on the back side), and when you oriented the faces correctly, the colors came to interior.

ohh no. I am talking about the texture maps. When you go into the View Mode, Shaded + Textures. Then you can clearly see all the nice texture maps that are within the sketchup file.

I can export an .fbx file and the texture maps will be exported into a separate folder.
However. FBX is bad inside of max, because sketchup has many co-planar meshes.

That’s another issue. However, when exporting the .skp file and importing the .skp file the co-planar geometry doesn’t matter. That works. But then I can’t get the texture maps.

So how the heck can we resolve this?

by the way… the .obj export might have been a solution. But for some reason, any .obj export from sketchup ends up in an error inside of 3dsmax.

error
error: invalid vertex index

that must be an export issue with sketchup. Because 3dsmax can usually import .obj data with no problem.

You could check in 3ds max in Material Editor, if the paths to textures are correctly added.
If they are not, you probably could create those paths, using the textures in the folder created for FBX export.

I did. The problem is, when importing the .skp file, the materials don’t include any texture maps.
That’s super bad. Because then, you have to re-assign every single texture map manually.

That’s a real bummer. There must be a different way.
So far only .fbx works with the texture maps. But .fbx causes the issues with the co-planar geometry.
Therefore, also useless inside of 3dsmax.

This is kinda crazy.

So the .skp file resolves the co-planar geometry issue, but doesn’t export the texture maps.
damm it… that really sucks.

so far no success to import any sketchup model sucesful to 3dsmax.
real bummer…

The OBJ file was imported without any error in Blender 2.8. I used OBJexporter plugin (in SketchUp Make).

That’s odd. I checked many other .obj exports. And it’s always the same. When exporting an .obj from Sketchup and trying to import into 3dsmax. This vertex error pops up. I tested it before on several other installs and PC’s. Everywhere the same error.

I don’t have Blender and need to use 3dsmax.

also… not sure if the .obj export would resolve both issues:

  1. Co-Planar Geometry
  2. Import of Texture maps

does both work inside of Blender?