Some updates:
For some reason now if I try to export my SKetchup file as Dae and upload it directly into Substance Designer I get the following error code:
I guess the change is that it’s no longer saying anything about missing UVs, but “expected different index count in <p< element”. Anyone have any idea what that means?
here’s the link to the Dae file (too big to upload directly)
here’s the material folder that is generated along with it when exporting Dae from SU
I’ve been emailing back and forth with the SketchFab folks a bit and they suggested I do the following:
- "The model you uploaded ( 252 Smith St. Detroit, MI 48202 DRAFT - 3D model by TysonGersh [8d5628c] - Sketchfab ) is a collada file from SketchUp, and it necessarily must have UVs because we would not be able to apply the textures correctly otherwise. I’m not sure why Substance would not be able to read them. Looks like Blender does not import them either, very strange.
- Maybe you could download and import the glTF version that we generate into Blender and go from there?
- See 3D software with importer - Sketchfab"
So I imported a glTF file of the SU model that had been uploaded to SF into Blender. The result looks like this:
not sure why, but I can’t view the texture UV map when I try in blender though… but it seems to work if you look at what shows up in Substance Painter below
Something a little wonky with the faces, but it works. Then I selected all (press A), space bar, manually type in “smart uv unwrap”, and create a UV unwrap for the whole thing all at the same time.
Then export from blender as Dae and import the dae. file into Substance Painter and SUCCESS the model imports! Remember to delete the starting cube from blender or else the import will fail.
The result looks like this:
Since I’m never to SP I’m still trying to figure out how to select specific meshes to apply my texture made in substance designer, but I wanted to provide some form of update.
- anyone have any idea how to get those weird faces sticking out of the exterior to go away?
- anyone have any idea how to select individual groups/meshes in this?