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Posted (edited)

There's a sketchup file I'd like to use for a fairly large mod I'm making, but I can't figure out how to convert the files to .nifs. I can export them as obj and from there fairly easily get them as a nif, but then they don't have UV maps.

 

None of the tutorials seem to go over specifically how to get the uv maps from sketchup files to work, though they go over collision data (which was never a problem in my case; I was just going to import it over another nif anyway).

 

Here's the thing I want to convert, if anyone wants a go at it:

 

http://sketchup.google.com/3dwarehouse/details?mid=f2e92835886059af335399d39fa8563a&prevstart=0

 

http://i81.photobucket.com/albums/j230/JELLYTHEJELLY/download_zps9f6c1cc0.jpg

Edited by aviform
Posted (edited)

It was a long time since I worked with Sketchup but I still got it. :happy: Anyway, the export process goes like this:

 

- Export as collada from Sketchup

- Change extension to .zip and extract

- Import the .dae mesh from models folder into Blender as Collada 1.4

 

Using the instructions above to import into Blender:

 

Screenshot%2520from%25202013-06-01%25201

 

That preserves the UVs and allows export as NIF. You still need to turn your textures to DDS and make a normal/specular so they can be rendered in-game though.

Edited by Werne
Posted

When I change the .dae into .zip, I get a file format is damaged or unknown error. And when using kmz, blender tells me I still have to uv map it.

Posted

When I change the .dae into .zip, I get a file format is damaged or unknown error. And when using kmz, blender tells me I still have to uv map it.

Yeah, my bad, I meant the "Google Earth" format (.kmz). Sorry about that. Rename .kmz to zip, extract the archive, import .dae.

 

If that fails, make sure you're using Blender 2.49b with Python 2.6 and PyFFI 2.1.11.

Posted

Take a screenshot of the error message (when blender asks you to UV map the object) and post it. Also post your import settings.

Posted

First, your export settings are screwed up, you're exporting for Skyrim and not Oblivion, you have to use Fallout 3 for export settings. Here's an example of how I think those should look for Skyrim:

Screenshot%2520from%25202013-06-02%25201

 

I think, I've never actually made a model for Skyrim so my knowledge is limited on that matter. Check if clutter/static objects in Skyrim are NiTriShapes or NiTriStrips, if they're strips just check the Stripify Geometries and Stich Strips boxes, adjust others if needed.

 

But before exporting, you have to set map input as UV and not Orco or something else, check the Shading panel on the bottom right of this pic, under Map Input:

Screenshot%2520from%25202013-06-02%25201

 

Then you'll have to assign a texture to it. I recommend watching this video by LHammonds, it goes into details on how to assign textures to meshes in Blender:

http://www.youtube.com/watch?v=k4pr3J45ESo

Posted

Then you should begin by reading the Blender documentation then watching the tutorials available before even touching it. Blender is an advanced 3D tool, simple to use compared to 3DS Max and Maya but extremely complicated when compared to Sketchup.

 

Even so, Sketchup is basically a toy compared to any serious 3D modeling software, it takes nearly as much work to fix the model and export as NIF as it takes to make it in Sketchup, so I wouldn't call it a viable 3D modeling tool for games. If you want to make 3D models for games I advise you to learn how to use Blender, 3DS Max or Maya. Blender is free while the rest are quite expensive and I use it so that would be my recommendation.

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