2010-08-21

Re-importing SketchUp models into current Max scenes

I just had someone ask me a question based on this issue, and I thought I would post my solution.  If you are modeling in SketchUp, then import your model into Max, create materials, lights, pretty renders, etc, you're usually in good shape...until the lead designer says "Lets rework the design."  You're then thinking !@#$%.  I have to redo all of my materials.

This video explains my process for re-working a model in SU, and re-importing it into Max, but using the materials that I have already created for the original model.  It may not be the most elegant process, but it works and saves me alot of time.






A couple of side notes:


-If I import as .3ds file, I scrap the texture maps from SU, and apply a UVW modifier with realworld coordinates to all of my meshes....this way I always remember how to reapply my UV's on a new import and the old materials will still work. 

-If my sketchUp files have texture maps and are imported as a .skp I use the existing UV coordinates from SU

6 comments:

  1. Apologies if it turned out too quiet. I've just purchased a better microphone that will hopefully take care of this issue.

    ReplyDelete
  2. Thank you for this video
    Well to tell you the truth I'm somehow disappointed.
    It looks like too much hand work. With a hundreds of reexported SU components it not practical at all And how would I get vraywirecolor pass (by material) with all this
    MultySubObjMat mess.
    I have different approach:
    1.Import as .3ds
    2.Select all the geometry-> Run attach by material script. As a result I have only ~10-20 meshes separated by material.
    3. To reassign materials+UVW modifiers I usually run
    'matmanager' plugin or 'get material and uvw' from Track scripts.
    R

    ReplyDelete
  3. Thank you for this video
    Well to tell you the truth I'm somehow disappointed.
    It looks like too much hand work. With a hundreds of reexported SU components it not practical at all And how would I get vraywirecolor pass (by material) with all this
    MultySubObjMat mess.
    I have different approach:
    1.Import as .3ds
    2.Select all the geometry-> Run attach by material script. As a result I have only ~10-20 meshes separated by material.
    3. To reassign materials+UVW modifiers I usually run
    'matmanager' plugin or 'get material and uvw' from Track scripts.
    R

    ReplyDelete
  4. ramy,,, can you also post a video for texturing and rendering from one of your models that you have created?... I believe that is very helpful for us.. that you very much

    ReplyDelete
  5. This tip helps for sure - though its still too much work considering how often mesh has to be re-imported in any design firm.

    ReplyDelete
  6. ramy i have a simple question,,,what is the difference between "paste instance" and "paste Copy"?.....thank you

    ReplyDelete