SketchUp to Unity: image texture not showing?

Hi all,
I’m in the process of taking a large SketchUp model (with many image textures) into Unity to make it into an immersive web experience.
However, when I imported the SKP file into Unity, most of my image textures applied in Sketchup are not showing up. The materials are not linked to any normal. I can manually relink them one-by-one to the local PNGs I uploaded to SU in the first place, but I’m not sure if that’s the correct/best way to go about it as the rendering is odd and the process is labor-intensive.
Any suggestion on how to best proceed? Thank you!

For reference: this is what I see in Unity when I imported the SKP file


(upload://bquWgUhQsYoSLtBffn4o145FnCC.jpeg)

For context: this is the model in sketchup

For context: this is the list of textures that are showing up in Unity (very few), and the way I’m manually relinking one to a local PNG:

Show the model with the face style set to Monochrome.


Hi, here is the monochrome view

Well, not as many exposed reversed faces as I expected. There shouldn’t be any exposed blue back faces in the SketchUp model.

I presume it’s the text on the walls that you are concerned with. How are they done as textures.

Can you share the .skp?

Unity’s support for SketchUp files hasn’t been updated for several years. I’m surprised it can read in a 2024 file. If you have 2023 you could save as to a 2019 file, and that would have a better chance.

Or better yet, export as FBX. Unity loves FBX files.

Sure! It’s too large to be uploaded here so I’m sharing a dropbox link to the skp file: Dropbox

Good point. I’ve not really thought of checking for face orientation. In the screenshot above, would the one wall on the upper right be the exposed blue back face you were referring to, as an example?

The images are imported as images (not as texture) and added to a slightly elevated block on the walls to mimic an info panel.

There are a number of places in your model with the faces reversed. A few here:


Notice the difference in your two first screenshots of that wall with the exposed back faces.

As for the signs on the walls, what happens if you move some of them away from the walls and export?

Or what happens if you do what Colin suggested?

How about if you explode them so they become textures on the faces of those boxes? What happens then?


This is what I’m seeing with the FBX import. Still seeing the same issue with most image textures vanishing. I can’t see most of them when I click into the material > normal map, which is the most confusing part.

I did something similar when applying them in sketchup: import PNG as image > place on wall > explode > pull the front-facing face out a bit (1 cm) > group entire text block

If I left them as 2D images applied directly on to walls, they don’t always show up when viewed from certain angles in sketchup and thus the abovementioned workflow. Not sure if this is causing the issues I’m getting now?

Then they ARE textures.

What happens if you start a new model, make a box and then apply one of the images as a texture to the box? Export that and open in Unity. Does it work?

Do the images of the fish trap and the fisherman appear?

Materials Tab → Location → Use External Materials (Legacy)?

Did a quick test with a simple block, applied image flat as image (not material) on the surface, exported the skp file and opened it in Unity.
It first appeared as a blank block with no image texture. Extracted the materials and applied the image I located in the texture folder onto the area where it was originally applied and it looks as it should, with a new material with image texture was automatically generated. I guess this method of re-applying all the PNG files as flat images would work for the original model? Would you say there’s a omre convient way to accomplish this? Still not sure why the way images were applied in the original model wasn’t showing though. Thanks for your input!

When viewing the skp file in Unity? Unfortunately, no

Hi there, I tried this but Unity still just shows all the materials which should contain text as the blank white default. In the textures folder, most of the images are not even there for me to attempt re-applying them to their assigned blank material areas. :thinking:

I followed this YouTube tutorial for setting the transparent texture material in Unity, but to make it work I changed the Texture Type to ‘Editor GUI…’ instead of ‘Normal map’ (as in the tutorial). I use Unity 2022.3.19f and I imported the FBX file exported from SketchUp 2022.


I tried different ways of importing the materials, but so far in all of them it is necessary to manually set the type and the link to the textures.


I also tested in Twinmotion and it works directly, without any additional settings being necessary, importing both SKP and FBX files.

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I exported an object with a transparent texture from Blender (proper UV unwrap/UV map), and in Unity I only needed to set the material from Opaque to Transparent, the texture being linked and set correctly.
More testing with your SKP file is needed to find what changes are needed to get the same result.

Thank you very much for your suggestions! I’ll tinker with Unity some more.