• Advertisement

3D Using Sketchup as an architectural tool?

Recommended Posts

I dabbled with Sketchup some, and you could easily make a wide variety of structures, and it has many plugins and finished model sets.
I was wondering how problematic would it be to use Sketchup as a main architectural tool (from huts to mansions) to import into UE4?

Share this post


Link to post
Share on other sites
Advertisement

This would do better in the art forum. Post in gamedev.net can take up to 24 hours to be responded to.

Sketchup can be used in games, you just need to clean it up first.

You can download Blender to use along with Sketchup and use Blender to clean the models. That way you can get the easy to use interface of Sketchup  and the powerful modeling tools of Blender. You will also need to clean the UV maps as the models in Sketchup have a per poly uv map that will make the models more expensive to render.

In the end Blender would be a much better, as it makes clean models and does it a hundred times faster.

 

Blender is the 3rd most powerful all-round 3d modeling tool, just after 3DsMax and Maya. It's also free where the other two is more expensive. It has a hard to learn interface but is worth the time.

Edited by Scouting Ninja

Share this post


Link to post
Share on other sites
Just now, Scouting Ninja said:

Sketchup can be used in games, you just need to clean it up first.

Ah, that's a no then. I don't need any more extra fiddling work.

I just thought that I could use it instead of Maya for this specific purpose, but I guess I'll just use Maya for everything, given that I already have a 3 year license.

Share this post


Link to post
Share on other sites
5 minutes ago, Armantium said:

but I guess I'll just use Maya for everything, given that I already have a 3 year license.

You should always test your choices of 3D tools before buying one and only after learning.

With Maya bought, paying for any other tool except a 3D sculpting tool is a waste. Maya is a 3D all-round tool, it can make any game model from start to end. Also once you have learned to use it, it's going to take 3 years for game models, you will no longer ever consider using a tool as limited as Sketchup.

Have fun learning 3D, it's a really interesting field.

Edited by Scouting Ninja

Share this post


Link to post
Share on other sites

Moving to Visual Arts.

I've seen a lot of game designers use SketchUp to do rough level layout work, since it's much faster than any conventional modeler. But everyone goes back and swaps the SketchUp outputs with real models later. It's right there in the name - sketch. Use it to get the overall shape of things, don't rely on it to do all the detail work.

Share this post


Link to post
Share on other sites

Yeah I use it as a non-artist to build 3D levels. You don't *need* to do the cleanup work mentioned above if you're ok with having UV seams and suboptimal topology. For non-AAA stuff, you might not care.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now


  • Advertisement
  • Advertisement
  • Popular Tags

  • Advertisement
  • Popular Now

  • Similar Content

    • By Nio Martinez
      I'll be buying a new laptop as my workstation for building games, Mostly 3D but not hard core. 
       
      I'm stuck at choosing between these 2 specs below. Does this really matter and if so, can some one tell my how and why it matters. 
      Choice1:
      Intel core i5-8250U (8th gen Kabylake refresh)(6 MB Smart Cache, 1.6 GHz Base with Turbo Boost up to 3.4 GHz) 4 cores 8 threads
      RAM 8 GB DDR4 (2400 MHz)
      GPU 2 GB DDR5 Nvidia MX150 256 bit
      SSD: yes
      Choice2:
      Intel core i7-7500U 2.70GHz Base Processor (4M Cache, up to 3.50 GHz Boost) 2 Cores, 4 Threads
      RAM 4 GB DDR4 (1800 MHz)
      GPU 2 GB DDR5 Nvidia GeForce 940MX 256 bit
      SSD: No
       
    • By Nimmagadda Subba Rao
      Hi,
         I am a CAM developer working with C++ and C# for the past 5 years. I started working on DirectX from past 6 months. I developed a touch screen control viewer using Direct2D. I am working on 3D viewer currently. I am very slow with working on Direct3D. I want to be a gaming developer. As i am new to this i want to know what are the possibilities to explore in this area. How to start developing gaming engines? Is it through tutorials? I heard suggestions from my friends that going for an MS helps. I am not sure on which path to choose. Is it better to go for higher studies and start exploring? I am currently working in India. I want to go to Canada and settle there. Are there any good universities there to learn about graphics programming? Sorry if I am asking too many questions but i want to know the options to choose to get ahead. 
    • By _RoboCat_
      Hi,
      Can anyone point me into good direction how to resolve this?
      I have flat mesh made from many quads (size 1x1 each) each split into 2 triangles. (made procedural)
      What i want to achieve is : "merge" small quads into bigger ones (show on picture 01), English is not my mother language and my search got no result... maybe i just form question wrong.
      i have array[][] where i store "map" information, for now i'm looking for blobs of same value in it -> and then for each position i create 1 quad. and on end create mesh from all.
      is there any good algorithm for creating mesh between random points on same plane? less triangles better. Or "de-tesselate" this to bigger/less triangles/quads?
      Also i would like to find "edges" and create "faces" between edge points (picture 02 shows what i want to achieve).
      No need for whole code, just if someone can point me in good direction would be nice.
      Thanks


    • By Karol Plewa
      Hi, 
       
      I am working on a project where I'm trying to use Forward Plus Rendering on point lights. I have a simple reflective scene with many point lights moving around it. I am using effects file (.fx) to keep my shaders in one place. I am having a problem with Compute Shader code. I cannot get it to work properly and calculate the tiles and lighting properly. 
       
      Is there anyone that is wishing to help me set up my compute shader?
      Thank you in advance for any replies and interest!
    • By PhillipHamlyn
      Hi
      I have a procedurally generated tiled landscape, and want to apply 'regional' information to the tiles at runtime; so Forests, Roads - pretty much anything that could be defined as a 'region'. Up until now I've done this by creating a mesh defining the 'region' on the CPU and interrogating that mesh during the landscape tile generation; I then add regional information to the landscape tile via a series of Vertex boolean properties. For each landscape tile vertex I do a ray-mesh intersect into the 'region' mesh and get some value from that mesh.

      For example my landscape vertex could be;
      struct Vtx { Vector3 Position; bool IsForest; bool IsRoad; bool IsRiver; } I would then have a region mesh defining a forest, another defining rivers etc. When generating my landscape veretexes I do an intersect check on the various 'region' meshes to see what kind of landscape that vertex falls within.

      My ray-mesh intersect code isn't particularly fast, and there may be many 'region' meshes to interrogate, and I want to see if I can move this work onto the GPU, so that when I create a set of tile vertexes I can call a compute/other shader and pass the region mesh to it, and interrogate that mesh inside the shader. The output would be a buffer where all the landscape vertex boolean values have been filled in.

      The way I see this being done is to pass in two RWStucturedBuffer to a compute shader, one containing the landscape vertexes, and the other containing some definition of the region mesh, (possibly the region might consist of two buffers containing a set of positions and indexes). The compute shader would do a ray-mesh intersect check on each landscape vertex and would set the boolean flags on a corresponding output buffer.

      In theory this is a parallelisable operation (no one landscape vertex relies on another for its values) but I've not seen any examples of a ray-mesh intersect being done in a compute shader; so I'm wondering if my approach is wrong, and the reason I've not seen any examples, is because no-one does it that way. If anyone can comment on;
      Is this a really bad idea ? If no-one does it that way, does everyone use a Texture to define this kind of 'region' information ? If so - given I've only got a small number of possible types of region, what Texture Format would be appropriate, as 32bits seems really wasteful. Is there a common other approach to adding information to a basic height-mapped tile system that would perform well for runtime generated tiles ? Thanks
      Phillip
  • Advertisement