- Home /
Problem with models imported from sketchup
First of all , I'd like to say... please don't answer this question with "Use another modelling software / don't use sketchup!" because sketchup is what I know best and where I can really work most efficiently.
So, I'm making game object models in Google sketchup.
The model contains just regular primitives and some 3D text. I know 2D text isn't exported. I export the model as an .fbx to keep the textures...
When I import it and finish the scaling and generating colliders it's all good.
But in game... when I test it out... whenever I approach the 3D text, framerate drops from a solid 80/90 FPS to a number between 20 and 2... and I have a very good laptop with a GTX 965M...
What I've noticed that when exporting from sketchup and importing into unity, the faces are all filled with triangles instead of being... just faces.
Any way of solving this? I know I could make models in Blender and then unwrap them to texture them (so the text is an image not a face). I've tried Sketchup -> Blender -> Unity and it works... but there are some problems when unwrapping it (faces unwrap propperly but some look kinda distorted/skewed to the side)
Thanks in advance!
But this is exactly why all those other answers you've found say not to use Sketchup - it simply is not designed for, nor capable of designing 3D models suitable for realtime rendering. Look at the vert/tri count of the FBX mesh to see this.
It's like using $$anonymous$$S Word to edit C# scripts. You could just about do it, but it's the wrong tool for the job.
Yeah, but I dont get what other software is that simple as sketchup... Blender takes a long time to get adjusted to, not that I dont know how to work in it, it's UI simply drives me nuts (all the shortcuts etc) That's the only reason why I insist on using sketchup. S I $$anonymous$$ P L I C I T Y . That's it. Because what I can do for maybe 30$$anonymous$$s of modelling in sketchup would take about 5h in blender! I know there are other alternatives (3DS$$anonymous$$ax, $$anonymous$$aya) But they're still not the same as sketchup.
BTW I saw many people use sketchup to unity successfully.
And one question... if It's really impossible.... can you recommend me a 3D modelling software that works like sketchup (extruding with push&pull, simple UI etc) but is capable of creating .fbx files propperly?
Answer by Comrade_Tito · Jan 18, 2017 at 09:28 PM
UPDATE
I found out that checking off the "mesh collider" component on the 3D text drastically reduces lag!
For example... earlier I used to have extremely low FPS on text... but now I dont!
And, another way to improve performance is to export single sided faces on export too, you can use monochrome render mode in sketch up to make sure faces are rendered correctly, this will halve the performance impact of any export if it is default turned on.
Thanks for the advice Ronan!
I always remember to do that whenever I export a model (except if the model has an interior whose walls are really just two sided faces. What I don't get is unity's weird triangulation. Ins$$anonymous$$d of having regular normal tri count... it generates an enormous amount of triangles! But that doesn't affect performance ... atleast on my PC.
I just hope it doesn't show up as a problem when I start using lightmaps -.-
Cheers!
Your answer
Follow this Question
Related Questions
How to render html text in new UI system (unity 4.6) 0 Answers
Texture issues when importing SketchUp fbx exporter into Unity 1 Answer
Google Sketchup FBX problem 2 Answers
is it possible adding text in realtime using shadergraph? 0 Answers
Incorrect point light act on imported .fbx model (sketchup) 4 Answers