Importing blunders
mmsj666
Posts: 29
in The Commons
Does anyone know how to prevent surfaces from "kalidascoping" when importing models into DAZ. I import a lot of vehicle models into DAZ from the 3D web site sketch up. When ever change the paint to simulate custom finishes, air brushing, or graphics the image kalidascopes all over itself. I know it can be done cuz I've seen it done before. When ever I try to import those models I don't have a problem changing the images but I can't figure out how it's done in the first place. I've tried the smoothing feature in sketch up with a sketch up model but it doesn't help. Any ideas would be appreciated.
Comments
Can you post an image of what you are seeing...I suspect the problem is lack of proper UV unwrapping.
Agreed. If the model is not UVmapped, then any image you apply to it will be all out of shape. Sketchup models are more trouble than they are worth when trying to get them to work correctly in DS, especially detailed ones.
Many will work fine with solid color paint jobs...but anything else, you may as well grab some good reference images, a modelling program and start laying out polys...you will spend more time fixing the problems converting them to something usable in Studio than it takes to build from scratch...and that leaves out accuracy/scaling issues.
There are a few SU models that are worth playing with (at least vehicles)...either they have few problems or are not done anywhere else...more with other items, but over all it's way more work than it's worth.
You can always grab a free copy of UVMapper classic or a trial of any other modeling app and do some quick mapping if needed. I use ultimate unwrap 3D pro for most mapping. I d'l this off the net and it had no UV mapping at all, but I mapped the doors to take the logos, the rest are IRAY shaders
...nice, and familiar to me as both the police dept in Milwaukee WI and Wisconsin State Patrol used to use Matadors for their patrol/pursuit cars. They also used Harley Electra Glides for their motorcycle units.
OMGosh, my first car was a Matador! That huge hood- I told my dad that I didn't drive it, I AIMED it.
Sketchup doesn't produce UV maps on its models that Daz Studio can read and the geometry is highly reliant on booleans which Daz Studio can't handle.
Polys:
https://en.wikipedia.org/wiki/Polygon
Booleans:
https://en.wikipedia.org/wiki/Boolean_operations_on_polygons
You can UV map and unwrap models for free in Blender:
https://www.blender.org/manual/editors/uv_image/uv_editing/index.html
May be this tutorial will help you:
Create a Low Poly Camaro in Blender: Part 2
https://cgi.tutsplus.com/tutorials/create-a-low-poly-camaro-in-blender-part-2--cms-21749
and another one:
Modeling Lowpoly 3D Car - UV Unwrapping - Blender + Gimp - Part 2
Yeah, you need to UV the model... There is a free plugin for SketchUp call ThruPaint and another one called SketchUV... They will allow you to projection map a model in SketchUp. I'd explain more but almost every time I've explained anything SketchUp related it instantly gets sidetracked by another post and the OP gets more interested in that and I end up having wasted time explaining something nobody cares about.
Basically, what it all boils down to is that SketchUp content (not the program itself or all the content) is not really modelled to be used OUTSIDE of SU. Most people creating content in SU either don't know HOW to make things that would be easily used in another platform or (some of them) don't care to (it is more work...). One of the items that makes a model more universal is UV mapping it...
The biggest problem when using models from 3D Warehouse, as noted above is that most people don't care or know about "clean modeling"... That and many of the better looking models are a messed up copy of someone else's model which that person butchered with their "customization"... This is especially true with vehicles. Sometimes tracking down the original model will show a vast difference between the two... But regardless, the biggest problems with most lazy SketchUp models is use of Ngons and flipped normals... Within the professional SketchUp user community it is often repeated over and over to avoid these mistakes... But since it is such an easy program to learn, most people don't care to learn the right way to model, instead opting to just run with it and only address problems after their bad modeling habits are ingrained.
Most people are not aware of much beyond the base program, but there are hundreds of plugins that are available that make SketchUp a fairly complete modeling program... Sadly most people never look much into it.
I've found lot of very good furnituyre models through SU.
Couldn't agree more, but like mjc1016 pointed out, there are some good models to be had, especially if you know your way around modeling and can fix or salvage them. I just found a great file with several Halloween pumpkins on it that are well modeled and have good textures. I seperated them and made some quick normal maps and they work great. here is an example of one of them.
Most of this was just converted then imported. The sofa is the only thing I set up Studio (3DL) materials for (yeah, I threw an Iray mirror preset on the mirror...it looked stupid without it).