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Google Sketchup models appearing badly
Hey guys, Sorry, I couldn't think how to word the title correctly, so here it is. I am modelling a sign in Google Sketchup, and it looks great in Sketchup, except when I import it into Unity, it doesn't look as good.
Here is an image of what it looks like in Sketchup:
And here is what it looks like in Unity:
Also, I'm not sure what that little dent going down the front of the pole is.... As you can see it's not present in the photo in Sketchup... Anyway, could this issue of how the sign looks be the textures that I'm using (default ones in sketchup) or could it be the lighting in my scene (just a normal directional light) or something else?
Any help is greatly appreciated!!!!!!
Thanks in advance!
-Grady
I can't make any specific comments, however try increasing the editor quality settings to see if that makes a difference. The default settings are good for keeping things smooth, but can produce visual artifacts.
That dent might be a result of how sketchup and unity handle circles / cylinders respectively.
Ok, thank you for your reply! I think I had the editor graphics settings at full, but I might be mistaken, so I'll be sure to check that out next time I'm at Unity!!!!
Answer by HolBol · Jun 13, 2012 at 12:08 PM
When you import the mesh into unity, in the import settings, set normals to 'calculate' rather than import. This may move some of your smoothing you've already applied in sketchup, but sometimes it bugs the normals when you import a mesh into unity.
If that doesn't help, change the shader or the mipmapping settings of your pole material and see if that helps.
This. And concerning the rendering quality: note that the Sketchup rendering has anti-aliasing enabled, so for a similar quality, you'll need to enable that in Unity's Quality settings as well. Note that it is probably not possible to get the nice wireframe overlay/outline effect in Unity, without special shaders.
Alright, thank you to all you guys! @Sapidus3, you were correct about the editor quality level, it was on "good", so I changed it to "fantastic". And Francis Humphries, I set the normals to 'calculate' and @wolfram, I put anti-aliasing to 8x. It looks much better in Unity now, I took a fullscreen snip so you guys could see what it's like, and I put it on my website here: http://www.gradyfeatherstone.com/images/unity3d/unityanswers/sign_in_unity_updated.png rather then on here as it would be too big!!! Once again, thanks a lot for your help guys!
Answer by JamieFristrom · Jan 16, 2013 at 02:30 AM
I had a similar situation - that didn't help me, but going back into SketchUp and Exploding the group the bad-normals object was in did. I guess groups can confuse the exporter.
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