Hello, I use Sketchup to create buildings etc. But I was wondering, can I import the models into Zbrush and continue the texturing in Zbrush?
What about the textures I’ve already got on the model i Sketchup? Will those follow through to Zbrush? Do anyone use this combination of modeling? What about subdivisions of these models? So if I create a superdetailed model of a building and import into Zbrush, can I set a lower subdivision level? Or is it better to do a simple model i Sketchup, import it into Zbrush and continue detailing the model there?
Hi raziel014,
By coincidence, just yesterday I was able to find something I’ve been searching for for some time, a 3d ww2 fighter pilot. I got him as a sketchup model, and using the ‘pro’ version’s export function, I exported him as an obj file with included textures.
Opening him in zbrush was no problem at all, and the (tool) pop up shows that the obj has all colour groups still present. (parts were ‘coloured’ as opposed to uv mapped).
Being such a zbrush plonker, I have come snooping around here for some good info on how to progress next, in trying to get some quality detailing onto this (reasonably simple) model.
The import has been painless, and the level of detail of the obj, looks to me like a very good lower level model to start sculpting with.
If it’s not too much trouble for you, I would suggest testing one of your more advanced models and compare it to one of your lighter weight ones, just to see what the resultant poly count is. I DID notice that the obj version tends to a similar size mb wise from it’s sketchup counterpart (eg pilot skp 1.62mb and pilot obj 1.605mb.
Hope that this info is of some use to you.
dpg15
…this Sketchup model in Zbrush?
I use sketchup and zbrush…but it’s not a great combo.
in sketchup it’s real easy to make a mesh with unconnected polylines If it’s in the same plane it will close it and make a face…this will screw things up in zbrush, it only likes 4 polylines per face.
if i’m reading your words correctly…you want to turn a high detail sketchup model and make a lower one in Zbrush…first of why??? and second, it’s not possible unless you retopo…turning back divsions is only posibble if it’s subdivided inside of Zbrush.
as for texture: as far as i know you can only have 1 texture active in zbrush.
and sketchup texture will not go along with it…i think zbrush will seperate the faces from each other if it has a different texture…but it won’t keep the textures
the only reason i use sketchup is to make a really quick boxy model and than push into shape in zbrush…retopo if i have to and work out the rest on that.(organic stuff)
i did try a architectural drawing ones…but it was a pain to find all the glitches in the meshes…yes zbrush has some nice matcaps but in the end it’s not for buildings…(I’m a Cad monkey by trade)
@ Strict9:
No, I don’t want to turn a high poly Sketcup-model into a low poly Zbrush-model. It’s the other way around, logically. I was just wondering if Zbrush would support several subdivision levels just in case I need to correct some basic polys.
Say I create a fairly simple model of a simple house in Sketchup, clash on some basic texture. Then I want to import that model into Zbrush and subdivide it in order to paint more details on it with Zbrush.
The reason I created this thread was to find out what methods would be the best for creating buildings in 3d in general.
Edit: I’ve done some testing with this and I’ve first of all found that all faces needs to be properly closed prior to exporting the model. And it’s basically experience in doing this I created this thread. Like, which settings would be best at exporting? Which format would be best? Zbrush only take *obj-files, but I know that exporting 3d-models from format to format eventually crews up stuff and different sort of software handle the models differently. So if anyone’s got experience with this process, please, let me know!
i was just trying this and zbrus doesnt really understand the polys in sketch up they have more then 4 sides or something i made a very very simple builinding in sketch up a square with 2 windows imported it and i get a warining in z saying the polys are more then 4 sided so i click the option to have it cmpatible with ZB2 and it comes out ok the square comes out ok but the windows dont and you cant subdivide with out it explodeing or would it be imploding? whatever it doesnt really work I have the same probelm with builings in poser which really sucks because ZB is a program thats easy for me to use and to import stuff into but some of the imports dont work
Actually, there ARE ways of doing this. Only thing is, importing always turns the model into triangles. Don’t know if this would be a good or a bad thing. Most people, atleast people using Zbrush prefer quads. But most game engines prefer triangles or only support triangles. There are probably several different reasons, but one is that lighting renders better with triangles. I don’t know all the technical stuff.
But if you want to export Sketchup models into Zbrush without breaking the model, you should try exporting into 3ds format using different settings each time to figure out which settings Zbrush like the best. I always get the message saying that there are four sides and whatnot. Never get any trouble with it though. Oh, and another thing. Be careful with your UV maps when importing Zbrush models. They’re all screwed up as default. You need to import the model into Cinema or Bodypaint or something and carefully lay out your UVs. Exporting the model from Cinema and then to Zbrush could also be useful. I would actually try out different ways of doing this.
I’ve experienced that Sketchup exports the model differently every now and then. Seems to be sensitive to which angle you look at the model when exporting or something. Can’t say this for sure cause I know it sounds like ****!
Let me know if you find some settings that suites you well!
I’ve had success using this method.
- Export the sketchup model to 3ds
- Import the model into 3ds
- Delete the camera and lights in Max
- in Max, export as obj using zbrush presets
- import the obj into zbrush4
- in Zbrush with make a unified skin. Keep smoothing at zero for nice sharp edges
- subdivide the model with smoothing turned off to keep the edges sharp.