Product Chat / Importing objets

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miltonmdq
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Posted: 17th May 2020 21:21
Hey!, i was trying to import models from Sketchup, exporting in FBX format and importing it with the GG importer, and looks like this




And this supposed to be like


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Bored of the Rings
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Posted: 17th May 2020 21:23
yep , and???
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miltonmdq
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Posted: 17th May 2020 21:27
and why it looks like that?....
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Monkey Frog
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Posted: 17th May 2020 21:30 Edited at: 17th May 2020 21:31
Most likely the normals are facing the wrong way for the parts of the model that look invisible to you.
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synchromesh
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Posted: 17th May 2020 23:58 Edited at: 18th May 2020 00:00
Sketchup doesn't export stock colours.
Its probably exported the actual textures \ materials used but not the colours ?
Bit of a guess but likely.
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Belidos
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Posted: 18th May 2020 07:56
Looks like you have inverted normals, the missing faces are actually there, they're just the wrong way around and you're looking through the back of them, hence why you can see outside faces on the inside through the near side, they need flipping in a modelling program.

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HarryWever
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Posted: 18th May 2020 08:10
You can try cullmode = 1 or 0 in the fpe i believe...
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GraPhiX
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Posted: 18th May 2020 08:44
@miltonmdq before you export anything from Sketchup you have to ensure ALL faces are facing the correct way, Sketchup as front and back faces and there is an easy way to distinguish between them :



load your model up in SU remove all textures got to styles edit the back face colour to something colourful and bright (the default choice is a very slight blue and is sometimes not very clear) you will find that your models wil have flipped faces just right click on each face and choose 'reverse face'
re apply your textures and export the model
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Belidos
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Posted: 18th May 2020 10:50
You can do that Harry, but it means those faces are drawn and textured twice by the engine, so too much of that and it can end up clogging up resources.

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3com
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Posted: 18th May 2020 17:05
@ miltonmdq
Anyway, You can notice inverted faces via render, or when you select the mesh, it is a good practice to apply a normal modifier before exporting (just talking about 3ds max).
I think cullmode like "GoTo" they are a necessary evil. What I mean is that it is not very orthodox but sometimes it is necessary, for example, the decals use it.
What Harry proposes is a solution, but as Belidos points out, it is convenient not to abuse this command.
In this particular case, the idea is to correct the normals in a 3d design program, assuming this is the problem.
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