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Question by TheRabidSloth · Jun 11, 2014 at 12:46 AM · fbxexportmodelssketchup

How to properly import Google Sketchup Models?

So I made a decent size mansion complete with an interior that doesnt have textures yet. However, when export them to Unity 4 as FBX, some (if not most) of the walls are missing. Basically, the whole thing looks good in Google Sketchup, but when in Unity, Most of the walls are missing and it just looks like crap. Any help?

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avatar image cryingwolf85 · Jun 11, 2014 at 01:21 AM 0
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I doubt this is a problem with unity, and most likely a problem with sketchup.

Try importing the fbx into blender first. If the same thing happens, then you can verify that it has nothing to do with unity.

avatar image Eric5h5 · Jun 11, 2014 at 01:47 AM 0
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Are you sure the walls are actually missing? It's far more likely that the surface normals are pointing the wrong way.

avatar image TheRabidSloth · Jun 11, 2014 at 01:56 PM 0
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I did try reversing all of the faces in sketchup in monochrome view before exporting the fbx, and all of the walls appeared. However, upon looking inside the mansion I discovered that the floor, and the walls to three rooms were not visible.

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Answer by asdas12 · Oct 14, 2014 at 03:31 PM

Sketchup = Export -> 3D Model... -> Options(under "Save" button) -> Mark "Export two sides..."

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Answer by nesis · Jun 11, 2014 at 01:51 AM

Being Google Sketchup, chances are some of your faces are flipped the wrong way. Sketchup and some other 3d modeling programs draw backfaces, whereas most game engines don't by default. Either go into Sketchup and flip the offending faces, or use a shader in Unity that doesn't cull backfaces.

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avatar image TheRabidSloth · Jun 11, 2014 at 02:31 PM 0
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I've added a toon shader and that seems to have worked... but it doesnt reflect light and I'm not looking to create a toony game. Are there any other shaders that could work?

avatar image Eric5h5 · Jun 12, 2014 at 03:58 AM 0
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You should really just model it properly; it's not something that's best fixed with shaders. $$anonymous$$ake the correct polygons have the correct surface normals.

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