Problem Exporting DAE OBJ FBX to Blender w/o triangles for quad modeling for High Low Texture Bake for Mixer 2020

You would want to select only the face that has the png, then the shading tab will show the base image option.

You can’t take more than one face an make a unique texture. There are UV extensions for SketchUp, but I think you might end up with a huge texture, having more smaller ones might be better, though it probably means you have more meshes than if they all used the same texture.

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Actually, I went back through and realized that I had without realizing it unchecked “export texture maps” in the options menu of the SKetchUp DAE export process. Just redid all the steps with and got to this point:

image

Problem was because I wasn’t click on the specific face w the texture in question.
Once I click the wall I got this menu:
image

(FYI I’m including all of these learning curve moments for the sake of more comprehensive documentation for when I go back and do this in the future / for anyone else who barely knows their way around Blender).

Connected the alphas (as you directed above)

And went back to layout mode and VOILA!

One thing you didn’t do, that may not matter, is to preserve the component hierarchy. It could be useful in the outliner panel.

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When the custom face shaped material was created via pushing “make unique texture”, is this the only way to do that? Is there a way to generate those types of materials (that create a tile including the shape of the face and everything else as white) that would allow you to do that with more than one face? Or perhaps combine them?

Maybe that’s what the UV extensions do. If so, are there any you’d recommend? I’ll look it up too. I’m so grateful for all the time you’ve committed to this already as it is.

This might help, though it may not be trivial to get it going:

https://sketchucation.com/forums/viewtopic.php?f=323&t=41441

haha yeah you weren’t kidding. I don’t think it’s compatible w SU 2020.

Downloaded it and ImageMagick, but nothing happens when I try to use it. It did work well enough to tell me that it needed ImageMagick to work though, so maybe is something wrong w ImageMagick. I tried downloading both the zip from the plugin site and the newer version from the website itself.

I tried installing the texture resizer plugin (which apparently came after it and includes it as a feature). It said it wasn’t compatible w my version, but I installed it anyway. Same thing. Nothing happens when I use it.

Might actually be my comp, which is blocking the convert.exe file inside of imagmagick from opening when I try to do so solo

Best I seem to be able to do it get it to “reload” the materials in model grid

Ended up just doing it manually. Wonder if I’ll be able to figure out a better way as I attempt to do this with the dozen other similar models. Here’s the successful import into Blender. Now I gotta do the high & low poly bake for Mixer.

@tysongersh

There is an Add-On on Github named Skp Importer. It can directly Import .Skp to Blender without exporting to other format, just open your skp file in Blender :slight_smile:

I’ve been doing this ‘skp to blender workflow’ since last year. And it’s make my life more easier :smile:

Check this out

Shift + R redo’s the previous command (if that’s what you’re asking).

If you’re still wanting help on this, I’m pretty sure it’s possible-- I just need to know a few things:

  1. What is the end goal? This model already seems to have only ~18000 faces, which would work fine in any game engine-- even mobile. Not sure if it needs baking for resolution. If you’re talking about just baking textures on, then that’s certainly easily done in Blender.
  2. Not sure why you need all quads? Perhaps you can explain?

It’s very easy to get rid of the triangles in Blender:

  1. Tab into the object to Edit Mode
  2. Select All (A key)
  3. Menu: Mesh > Clean Up > Limited Dissolve

I’d always advise also going into the Object Data Properties panel and check for custom normals and if found, clear them:

image

Also, to get the model to scale (it appears to be modeled in inches), I type into Google:
How many meters in an inch? And Google tells me:
image

So then I go into the Scene Properties and set them thusly:

image

HTH!