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Forum › CryENGINE 3 › CryENGINE 3 Development › Asset Creation › SketchUp for CryENGINE 3 | Extensive tutorials
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JMLfin  |
Experienced Modder | Member since: 06.06.2010, 22:27 | Posts: 516 | Location: Turku, Finland |
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Post Topic: Re: Google SketchUp for CryENGINE 3 | Extensive tutorials Posted 04.01.2012, 00:09 |
Quote by bac9-flcl: I'm using that all the time, yep. But it's flawed and limited way of setting up LoDs: for example, each and every _lod* model will always use submaterial from ID1, rendering the feature useless for most objects. So, basically, you can only make these LoDs look right if you're working with objects like vehicles - with unique single texture setup.
Or if you're employing weird techniques like making an unwrap of the whole model, baking it into low-res texture, including it into your .mtl as ID1, and using it to map all your LoD models. Considering the fact that SketchUp doesn't even allow you to directly set up material ID order, it's quite exotic and impractical activity.
So, well, that can't be used for producing final quality objects, so I think it's not a feature I'd like to teach. If you need quality assets with proper LoDs and configuration possibilities, it's better to wait until PlayUp gets CGF node system support and do LoDs the right way then. Oh bummer, right when I was getting my hopes up.  Well thanks for telling me this anyway.
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bac9-flcl  |
Skilled Modder | Member since: 30.04.2010, 14:42 | Posts: 672 | Location: Russia |
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Post Topic: Re: Google SketchUp for CryENGINE 3 | Extensive tutorials Posted 04.01.2012, 00:18 |
Quote by JMLfin: Quote by bac9-flcl: I'm using that all the time, yep. But it's flawed and limited way of setting up LoDs: for example, each and every _lod* model will always use submaterial from ID1, rendering the feature useless for most objects. So, basically, you can only make these LoDs look right if you're working with objects like vehicles - with unique single texture setup.
Or if you're employing weird techniques like making an unwrap of the whole model, baking it into low-res texture, including it into your .mtl as ID1, and using it to map all your LoD models. Considering the fact that SketchUp doesn't even allow you to directly set up material ID order, it's quite exotic and impractical activity.
So, well, that can't be used for producing final quality objects, so I think it's not a feature I'd like to teach. If you need quality assets with proper LoDs and configuration possibilities, it's better to wait until PlayUp gets CGF node system support and do LoDs the right way then. Oh bummer, right when I was getting my hopes up.  Well thanks for telling me this anyway. Well, if you're interested, I can describe how I work with it (how to make a multi-material object with properly displaying old LoDs), I've used old workflow to make LoDs for these objects, for example:     It allowed me to use high level of detail like that (on thousands of object instances):   While maintaining relatively good performance. For example, lod0 of the railway is approximately 3500 poly per 5 meters, while lod2 is 250 poly, allowing the editor to breathe. ) Or that locomotive, consisting of 33200 polys on lod0, which can't be used as a repetitive prop without lower levels of detail. But, again, that is in no way a workflow of production quality and efficiency. Often more headache than profit. I use it only in areas where LoDs are crucial even for a quick and dirty prototype, i.e. when performance would be intolerable otherwise.
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MrDojo  |
Trainee | Member since: 03.09.2011, 18:09 | Posts: 178 |
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Post Topic: Re: Google SketchUp for CryENGINE 3 | Extensive tutorials Posted 08.01.2012, 17:02 |
wow amazing models there. Did you created them in Sketchup ? and how is sketchup compared to 3Dsmax ?
trying to learn how to model but it takes loooooooooots of time to learn sadly.
Art is not merely an imitation of the reality of nature, but in truth a metaphysical supplement to the reality of nature, placed alongside thereof for its conquest. Friedrich Nietzsche
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bac9-flcl  |
Skilled Modder | Member since: 30.04.2010, 14:42 | Posts: 672 | Location: Russia |
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Post Topic: Re: Google SketchUp for CryENGINE 3 | Extensive tutorials Posted 08.01.2012, 22:36 |
Everything done in SkecthUp, including unwraps for vehicles.
There is no simple answer to your question. In compare with 3ds Max, SketchUp is relatively easy to learn. But at the same time, 3ds Max offers enormous functionality, while SketchUp is quite limited (no advanced texturing tools, no tools for organic modeling, no skeletal objects & animation, very limited options to export your work, etc.).
I'd recommend to study both.
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martin.hedin  |
Trained Modder | Member since: 05.11.2011, 11:11 | Posts: 302 | Location: Las Palmas, Spain / Stockholm, Sweden |
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Post Topic: Re: Google SketchUp for CryENGINE 3 | Extensive tutorials Posted 08.01.2012, 23:36 |
Quote by bac9-flcl: Everything done in SkecthUp, including unwraps for vehicles.
What do you mean by unwraps? Oo
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bac9-flcl  |
Skilled Modder | Member since: 30.04.2010, 14:42 | Posts: 672 | Location: Russia |
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Post Topic: Re: Google SketchUp for CryENGINE 3 | Extensive tutorials Posted 09.01.2012, 01:16 |
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wootwoots  |
Uber Modder | Member since: 18.01.2010, 23:11 | Posts: 1730 |
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Post Topic: Re: Google SketchUp for CryENGINE 3 | Extensive tutorials Posted 25.01.2012, 04:30 |
Very interesting Tutorial, but saddly, many many picture from the firsts post are unaviable, is there a way to upload them again ?  thanks !
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Lavizh  |
Media Support | Member since: 04.12.2007, 03:23 | Posts: 7092 | Location: Norway |
Likes: 64 |
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Post Topic: Re: Google SketchUp for CryENGINE 3 | Extensive tutorials Posted 25.01.2012, 13:55 |
One mother of a tutorial  I'm a Sketchup user myself, so this really comes in handy.
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iSqueezee  |
Uber Modder | Member since: 05.11.2011, 16:26 | Posts: 1814 | Location: Czech Republic |
Likes: 12 |
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Post Topic: Re: Google SketchUp for CryENGINE 3 | Extensive tutorials Posted 25.01.2012, 21:15 |
This is such a good tutorial! But, I have 1 problem. When Im exporting the finished cube, opening it in the engine and placing into the world, it has too many small textures "Replace me". I don´t have problem to replace those default textures, I need help to have 1 texture over 1 side of the cube. I know that in SketchUp I have to setup the Material Size. The default locked one is "0,10cm". I can´t change that or change the color of the cube. Any help? Here is how it looks in engine  And here is a SketchUp screen
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Agion  |
Beginner | Member since: 02.01.2012, 09:53 | Posts: 64 |
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Post Topic: Re: Google SketchUp for CryENGINE 3 | Extensive tutorials Posted 25.01.2012, 22:37 |
You could use an other texture in Google Sketchup, a texture you have created (not a texture wich comes with Google Sketchup), then change the size of that texture and then change the texture in Cry Engine 3 to the texture you want to use in Cry Engine 3.
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bac9-flcl  |
Skilled Modder | Member since: 30.04.2010, 14:42 | Posts: 672 | Location: Russia |
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Post Topic: Re: Google SketchUp for CryENGINE 3 | Extensive tutorials Posted 25.01.2012, 22:57 |
Quote by iSqueezee: This is such a good tutorial! But, I have 1 problem. When Im exporting the finished cube, opening it in the engine and placing into the world, it has too many small textures "Replace me". I don´t have problem to replace those default textures, I need help to have 1 texture over 1 side of the cube. I know that in SketchUp I have to setup the Material Size. The default locked one is "0,10cm". I can´t change that or change the color of the cube. Any help? Here is how it looks in engine  And here is a SketchUp screen  I've already explained that in part 5.2.
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iSqueezee  |
Uber Modder | Member since: 05.11.2011, 16:26 | Posts: 1814 | Location: Czech Republic |
Likes: 12 |
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Post Topic: Re: Google SketchUp for CryENGINE 3 | Extensive tutorials Posted 25.01.2012, 23:04 |
Quote by bac9-flcl: Quote by iSqueezee: This is such a good tutorial! But, I have 1 problem. When Im exporting the finished cube, opening it in the engine and placing into the world, it has too many small textures "Replace me". I don´t have problem to replace those default textures, I need help to have 1 texture over 1 side of the cube. I know that in SketchUp I have to setup the Material Size. The default locked one is "0,10cm". I can´t change that or change the color of the cube. Any help? Here is how it looks in engine  And here is a SketchUp screen  I've already explained that in part 5.2.  I know, but you didnt said if i have to apply texture or anything else. Lavizh helped me, he said to apply texture, and make component for a whole. Not for a whole object. I still can´t figure it out
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bac9-flcl  |
Skilled Modder | Member since: 30.04.2010, 14:42 | Posts: 672 | Location: Russia |
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Post Topic: Re: Google SketchUp for CryENGINE 3 | Extensive tutorials Posted 25.01.2012, 23:09 |
Quote by wootwoots: Very interesting Tutorial, but saddly, many many picture from the firsts post are unaviable, is there a way to upload them again ?  thanks ! Strange, everything loads up fine for me. Are the images still unaccessible to you right now? Perhaps that was a temporal issue. Well, I guess there is a high possibility of various problems as img.gameru.net is a small local image hosting. Unexpected downtime, complicated and slow connection for far countries, etc. is no surprise. Thanks for letting me know. I'll upload the pictures to imgur.com as soon as possible. Quote by iSqueezee: I know, but you didnt said if i have to apply texture or anything else. Lavizh helped me, he said to apply texture, and make component for a whole. Not for a whole object. I still can´t figure it out  Yes, of course you'll have to apply that blank material to your faces, otherwise the default SketchUp material will be left in place.  You know how to apply materials, right? Just use the Paint Bucket and slap it all over. Well, I guess you can even use the tool right on a component itself: that instantly fills all faces with a selected material, so you can finish with applying it in a matter of seconds. Usually that's an improper way of applying materials (faces can't have a configurable accurate texture mapping, only automatic one), but if you're using blank texture and care only about texture mapping size, it's not critical. As about the "making a component from a whole", I guess Lavizh referred to pre-export practice of making a new, parent component with all the content in your scene - that allows you to name an object and export it via the PlayUp context menu.
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wootwoots  |
Uber Modder | Member since: 18.01.2010, 23:11 | Posts: 1730 |
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Post Topic: Re: Google SketchUp for CryENGINE 3 | Extensive tutorials Posted 26.01.2012, 17:38 |
Hello, yes the picture correctly work  maybe any external error. But again, really nice and usefull long tutorial ! I made a try, and i had the same problem as Isqueezee, just applying a color didnt allow to tweak the tilling, even in applying a google sketchup material ( wood or anything else ) and change the tilling, same result in the mod sdk. So i suppose it needed to use a external texture and change the till and get a correct scale in the SB3 ? Another question, someone knows a good .obj importer ? the ones i've saw arent free, and even that, after give a try as Trial, they didnt correclty scale the geometry.
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bac9-flcl  |
Skilled Modder | Member since: 30.04.2010, 14:42 | Posts: 672 | Location: Russia |
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Post Topic: Re: Google SketchUp for CryENGINE 3 | Extensive tutorials Posted 27.01.2012, 01:27 |
Quote by wootwoots: Hello, yes the picture correctly work  maybe any external error. But again, really nice and usefull long tutorial ! I made a try, and i had the same problem as Isqueezee, just applying a color didnt allow to tweak the tilling, even in applying a google sketchup material ( wood or anything else ) and change the tilling, same result in the mod sdk. So i suppose it needed to use a external texture and change the till and get a correct scale in the SB3 ? Another question, someone knows a good .obj importer ? the ones i've saw arent free, and even that, after give a try as Trial, they didnt correclty scale the geometry. Sorry, I really don't have an idea what's wrong with that explanation... ((( Quote: How can we set up the proper tile size? Well, I suppose the default one is hardcoded somewhere, and it's not possible to change it. So here's the rule that will allow you to avoid the problem:
Just don't use the default material or any other non-textured material in your model. It's not mandatory, but it's a good thing to do in order to keep things clean.
If you don't need any textures, just clear colored fills, create the placeholder texture (e.g. 32x32 #7d7d7d medium gray square) and use it in every material. Set up the proper size (e.g. 2x2m) in the material properties (the size configuration fields are locked until you enable the texture and can't be accessed in any other way). Then one click with Paint Bucket tool - and your object is being exported with proper texture mapping scale. Basically, once you have a material with a texture, size becomes configurable. *** As about importers, yes, it's a weak spot for SketchUp. I've never seen a good import result. Importing .3ds is as close to acceptable as it gets (and results are still very coarse, inaccurate, triangulated with errors, welded, etc.). Basically, the only reason I might ever want to import anything into SketchUp is using it as a course 3d reference to keep near the scene. Certainly not something like a base for actual object geometry. P.S.: That's about generic 3d formats, - blueprint import from CAD software works quite well, but that's irrelevant to the subject.  P.P.S.: That's even less relevant, but beware of native 3ds Max .skp import - it can't read mirrored (negative scaled) components/groups properly. They get inverted face normals all the time. So if you'll need to import a SketchUp model here, get ready to manually invert such groups back
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