When importing into UU3D, there is an option to adjust the scale- leave this at the default value 1.000. Now you have a box in SketchUp that is 1 meter X 1 meter X 1 meter:įollow the procedure to export this model and open it with Ultimate Unwrap 3D. I have provided an orange “1 Meter” texture here if you want to use it.
Now use the Rectangle tool to create a square that is 1 meter by 1 meter and Push/Pull it up to 1 meter as well. You can open this window by clicking Help > Welcome to SketchUp... You should configure Google SketchUp to use meters as the default template. Notice in the Data Explorer that the correct number of materials and textures are imported.Īdjust the materials lighting properties and add the model to your scene! Notice that 2 sided faces appear correctly in Shiva using this method.ġ Shiva Unit is equal to 1 meter. I selected to import Meshes and Materials only. Adjust the scale and other options if necessary. Save as a FCollada file (DAE) in UU3D, when the export options opens up, you can use the default UU3d options. Now all that should remain is the necessary geometry and under “Materials” in UU3D there should only be 1 material for each texture. Right click on “Unassigned” > then click “Delete” (this deletes the material) Click Edit > Delete (this deletes the geometry)ģ. Right click on “Unassigned” > then click “Select” (or use AutoSelect)Ģ. Now we want to delete the geometry AND the material so first:ġ. Notice in the picture that I have selected the “Unassigned” material and UU3d reports (upper left corner) that 1 Vertices, 1 Edge, and 3 Faces are assigned.ĭelete unnecessary geometry and materials Any material that does not have a texture (with a T in the box) probably needs to be deleted. In UU3D, expand Materials on the right hand side. But we are still not ready to export to Shiva. Now the faces are oriented properly the way we want them. If you reversed faces in SketchUp, re-export the model as a DAE and open it with Ultimate Unwrap 3D (Repeat steps 1 and 2). Now that the faces are oriented correctly, time to move on. For this tutorial I have selected the entire bigger box. In SketchUp, select all the faces that you want to “flip” the material on. Note that you can do this in Google Sketchup as well. Now that all the faces are selected, click on:ģd Tools > Modifiers > Flip Normals or Right Click > Modifiers > Flip Normals I use the 3d selection mode in UU3D to pick faces. Select all the faces in UU3D that need to be reversed or flipped. But on the large box, I want the material to be on the inside faces, not the outside like seen in the picture: The inner box is correct where the outside faces have the material on them. Now that the model is imported in UU3D, I can see that the faces are not oriented how I want them. There are several import options, set them up as follows: (You can now delete that subfolder SketchUp created) SketchUp creates a folder for your texture files so go to where you saved your model, open the folder with your model name, and move your textures files up one directory so: Your textures and modelFile.dae are all in the same directory. See the picture, the options are set up as follows: Click on “Options” in the lower right corner of the Export Model window. Make sure the Export Type is set to COLLADA File (*.dae). To export your model, go to File > Export > 3d Model.
#Ultimate unwrap 3d convert to quads how to
This tutorial covers how to convert a model from SketchUp > UU3d > Shiva.” SketchUp Even using Ultimate Unwrap 3D I ran into many problems. I found an addon that lets me unwrap grids of quads into aligned grids but it doesn't work if all the quads are separate (it just stacks them on top of each other).Selzier: “When importing models from Google SketchUp I ran into several problems, especially with materials, such as Shiva would always end up with extra unneeded materials. I'll probably make the texture at a resolution where each quad gets a number of pixels equal to the maximum anisotropy filter otherwise the islands/quads will bleed into each other. There should be no space between the islands.
I'm making the models quads only and all of the quads are fairly uniform in scale, so here's what I'd like to do for the UVs:Įach quad is to be unwrapped as a perfect square whose area is 1/2^n of the UV grid so that each quad contains a small grid of pixels. Because of this, I don't have to worry about UV islands bleeding into each other as long as they are aligned on the pixel grid. I'm working on a game that uses nearest texture filtering instead of interpolating (like the textures look pixelated instead of blurry when viewed up close). I have a strange request, I think it will require a bit of background first: