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sketchup Model Render to Texture issue in 3ds max

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iran
Hello friends,
Sorry about my broken English ,
I'm new in 3ds max , just imported Textured skb model into 3ds max and add uvw unwrap for flatten mapping , after that All textures and materials getting messed up is there any solution to solve this problem ?

regards,
 
You can uvw unwrap in Sketchup.

Thanks for your reply dear Rick
My plan is to use sketchup for modeling and texturing because its really easy and fast and use 3ds max to create Texture sheet and generate ambient occlusion shading , Therefore I need to use max for uvw unwrap to get flatten map . anyway Do you have any advise or idea that how can i do it with out messing up textures?

regards,







 
Please tell us what you learn, it is a very undocumented subject.
I'm good with sketchup , I learned most of my skills from Justin channel , I know about WrapR too , but I'm not good enough with modeling in 3ds max therefor I decided to create and texture a model using Sketchup and then Import the skb file into 3ds max for rendering , texture sheet and etc.
Here its my model shots:
 

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When your model is allready unwrapped in sketchup, why unwrap again in 3dsmax? It will most likely end up with totally different texture coordinates, esspecially when using the automatic unwrap method (which sucks anyway in most cases).
 
I'm good with sketchup , I learned most of my skills from Justin channel , I know about WrapR too , but I'm not good enough with modeling in 3ds max therefor I decided to create and texture a model using Sketchup and then Import the skb file into 3ds max for rendering , texture sheet and etc.
Here its my model shots:
what extra plugins are you using in sketchup?
 
When your model is allready unwrapped in sketchup, why unwrap again in 3dsmax? It will most likely end up with totally different texture coordinates, esspecially when using the automatic unwrap method (which sucks anyway in most cases).
This is the main point , in Sketchup you have to manually create your own Texture sheet and manually add some shadows using Photoshop over it , this is very time consuming process , In the event that the 3ds max can easily generate Texture sheet (from Textured Model) and ambient occlusion shading for shadows , Now I'm looking for any possibility that max never change my texture coordinates just only generate one Texture sheet for my model .
 
Last edited:
Not sure if I understand correctly so I may be totally on the wrong track with the following advice:
When you're going to render ambient occlusion, you usually do that from the render to texture dialogue.
There is a checkbox somewhere towards the bottom "use existing texture coordinates".
Edit:
Also check " render to files only" and uncheck "automatic unwrap"
 
Not sure if I understand correctly so I may be totally on the wrong track with the following advice:
When you're going to render ambient occlusion, you usually do that from the render to texture dialogue.
There is a checkbox somewhere towards the bottom "use existing texture coordinates".
Edit:
Also check " render to files only" and uncheck "automatic unwrap"
Thanks Mathias , I will Try it for later and let you know about the result , I hope this work
 
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