hutdowg Posted May 10, 2011 Share Posted May 10, 2011 Hi all, I've been currently using Sketchup as my main modeler until I've been content with my competency with the program, to then progress forward to 3ds Max. I am currently working on a proposal layout for some apartments in Vietnam, have created the model in Sketchup, and now have imported the .skp file in Max directly. Now I've encountered two problems: 1) Black Geometry (which isn't due to lack of lighting) 2) Excessive amounts of edges created even on flat surfaces, causing my single faces to be broken into ridiculous amounts of geometry. Now before the suggestions come rolling, so far I'm aware of and have tried: -turning edges (which seems to help turn some of the black geometry flat on planar surfaces.) -welder modifier (which seems to help me avoid turning edges all together on MOST of the model) -Normal modifier (flips seemingly invisible geometry to it's correct side but does not fix the fact that the geometry is still black) -made sure that prior to import, the correct surface normal is on the exterior of the model in sketchup. -Also converting the mesh to editable poly THEN applying the welder modifier in that order seems to help primarily, with rendered finish, but still all the faces on planar surfaces are split up! I've exhausted all my resources for learning and have found no answers for this...I would really appreciate the help of the community on this one. I'm willing to provide the actual sketchup model for anyone who's interested in helping. Thanks in advance guys. p.s. I'm using Sketchup Pro v.8 and Max 2011 [ATTACH=CONFIG]42783[/ATTACH][ATTACH=CONFIG]42784[/ATTACH] Link to comment Share on other sites More sharing options...
wuhoo Posted May 10, 2011 Share Posted May 10, 2011 Hi Jonathan, I've encountered this problem recently... The problem stemmed from importing sketch up geometry and having the "import geometry with 2 sided materials" box check on. Once I turned that off, I could flip normals as usual or alternatively, force 2 sided rendering (in vray). Hope that helps! Link to comment Share on other sites More sharing options...
Jose Negrete Posted May 11, 2011 Share Posted May 11, 2011 Have you tried exporting fbx format from sketchup. and importing that into max instead of skp directly? Link to comment Share on other sites More sharing options...
hutdowg Posted May 17, 2011 Author Share Posted May 17, 2011 Hey guys, turns out that it wasn't anything I was doing particularly wrong in neither programs, and yes Jose I tried exporting first in several different file formats. Now I don't know if it was because the file just wasn't importing correctly or if I ran out of memory in Max, but the problem seems to have been fixed when I imported using a 64 bit version my friend had on his computer. So ever since then? I've been using the 64 bit and there hasn't been any problems. I did however notice that when I imported with the 32 bit version, that a lot of the geometry showed up as red (I'm guessing displaying errors on import or geometry?) and I also couldn't right click to bring up the rollout options, until I saved the file, closed the application, and then re-opened. Wierd work around...but works none the less =] thanks for your help guys, much appreciated. Link to comment Share on other sites More sharing options...
tlcook914 Posted May 19, 2011 Share Posted May 19, 2011 I am creating models in Revit and exporting via .FBX into 3DS Max for rendering and animation. I sometimes populate my project with models (people, cars, etc.) from other sources that are imported into max. The question I have is what am I doing wrong when I import some files (.3ds, .skp, etc.) and the geometry is in terrible condition after I import. Prior to importing, the models all look fine in their native programs. They look all distorted (rough edges, sometimes missing faces, etc.) after a render also. Link to comment Share on other sites More sharing options...
hutdowg Posted July 15, 2011 Author Share Posted July 15, 2011 I know it's a late reply but I hope this helps none the less. Usually the problem lies within the face normal orientation. In sketchup click "Monochrome" under "toolbars" -> "styles" and it will display non-textured geometry and their face (normal) orientation. The white should be facing outwards, and the blue/purple, inwards. For Max, once in modify/edit mode, u can select faces and right click "flip normals" when u render, your geometry should be correctly oriented. If your geometry isn't planar, there's a modifier for that but I can't remember which one =\ As for the rough edges and terrible geometry, sometimes it could be as simple as applying a smooth modifier or using smoothing groups. Other times when you import geometry from another program modeled by somebody else? If the modelling was done poorly and not symmetrical (where possible) then when your in wireframe mode you can really see the quality (or lack thereof) of the model itself, this is unfortunate as it can cause many problems in the future. Rule of thumb, Keep geometry simple as possible with low poly count to reduce memory usage, and rendering times if your not going to be doing close up shots or the geometry isn't going to be in direct view. -Jonathan Link to comment Share on other sites More sharing options...
archigem Posted July 15, 2011 Share Posted July 15, 2011 To be very honest... I also faced such kind of problems few years ago. After trying a lot, what I found is to create the things in max itself. I found that whatever time it will take to resolve the geometry (and thats aslo not guaranteed), I can build it in max in lesser time without having any problem with clean geometry. Now I do accept sketch up models from the client just for reference, otherwise I avoid it. Many times there were problem with the materials. Few faces gave me mirroe kind of fisnish and no matter what u do, the problem persisted. Also it even convert each line in to an object. and welding is also not successful everytime. Also you can see all by yourself in your model - how much it is cluttered. So my advice is to avoid the sketch up model for rendering purpose in max. Link to comment Share on other sites More sharing options...
M V Posted April 19, 2012 Share Posted April 19, 2012 This is a year after this post originally started, but I anted to post this in case someone else is searching for an answer. I would argue that you can model in SketchUp and you shouldn't have to give up a tool you feel comfortable with. I have tested this a few ways and it seems the best is to import DWG export from SU. It will weld vertices and bring in an object you can convert to decent editable poly and modify. I tried FBX and 3DS and they both gave me issues. Link to comment Share on other sites More sharing options...
xEndlessxUrbiax Posted April 24, 2012 Share Posted April 24, 2012 I usually avoid this problem by painting both sides of materials in Sketchup just to be safe. Also, you might have to apply a UVW map to your objects in order to see the right material scales in 3dsMax. When all else fails, you can go to the "edit polygon" modifier and select the individual faces or parts and apply the materials inside of there. Link to comment Share on other sites More sharing options...
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