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SketchUp to a 3D object software for Texture Mapping


I am just wondering, is there any 3D object software that can easily do a texture map by importing sketchup file?

Long time ago, I did it with GMAX but the problem on the model in wire frame after import, there are plenty of vertices or triangles in one side of a box for example.
You might be able to import the DAE file into ModelConverterX and export as a 3DS file, then load that into GMAX. If you try going through an MDL file the compilers do indeed break everything into triangles, but MCX may not?


I am just wondering, is there any 3D object software that can easily do a texture map by importing a Sketchup file ?

Long time ago, I did it with GMAX but the problem on the model in wire frame after import, there are plenty of vertices or triangles in one side of a box for example.

It is true that the FS SDK compiler for 3D models does arbitrarily triangulate faces on objects, most export / import converters built-into Sketchup (and AFAIK, the 'off-the-shelf' 3rd party Assimp .NET library used by Arno's ModelConverterX aka "MCX") also purposely triangulate Faces.

Reportedly this is performed to ensure retention of existing texture mapping information ...'just in case' the author did not use precision in the 3D modeling process while creating the geometry upon which the Faces are formed and texture-mapped.

FYI: I have seen this with import by MCX of a Sketchup 3D model that was subsequently exported to *.3DS format.

This "triangulation of a 3D model which has not (yet) been compiled to a MDL ...whether you need it or not" is a IMHO maddening and un-necessary behavior by converter modules which triangulates perfectly flat Faces that ultimately needs to stay free of triangulated / muti-part coplanar sub-faces until processed by a FS SDK compiler, serves only to complicate the work-flow of developers to export Sketchup and other 3D models to 3rd party rendering applications for purposes of using features that can bake Ambient Occlusion into mapped texture sheets / atlases. :banghead:.

"One thing to note when baking AO is that any nonplanar faces or other geometrical oddities you have will be accentuated. "

Perhaps if Arno would consider an additional in MCX option to export / import 3D model format for processing via MeshLab, we could use the free MeshLab Ambient Occlusion and Obscurance rendering features via vertex colors, which can then be 'baked' into mapped textures. :idea:\




But, when you state "do a texture map", one might also wonder if your goal is to create a 1-piece mapped texture sheet / atlas for a 3D model with a traditional UVW mapping coordinate system for use with a specific a 3D modeling application and./or plugin ? :scratchch

If that is the case here, you may wish to review available information on the MCX "Draw Call Minimizer" features:



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I have used Blender.

Export your model from SU as Collada.

Import it into Blender.

UV unwrap it.

Do whatever you're going to do about your textures.

There are different ways to go from here as far as getting it into the sim, i.e., Blender2FSXP3D toolset, or reexport from Blender as Collada and use MCX to convert to .MDL.

I realize that I haven't gone into any detail about this and that what I have said may be totally useless, but unfortunately I dont have time.

If you do a search on YouTube for something like "Austin Sass FSX", you can find some videos for one way of doing this. I don't remember if any of the videos actually use an imported .DAE file.
thank you for reply. I want to get back into scenery design and do some airports in my country