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danbowen

Sergeant
11 Badges
Mar 11, 2015
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  • Cities: Skylines Deluxe Edition
  • Cities in Motion 2
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Cities: Skylines - Campus
I currently have a SketchUp model parked in Blender. How can I go about converting it to make it game-ready? What are the best Blender tutorials (I did the design in SketchUp and would like to convert it)?
 
I currently have a SketchUp model parked in Blender. How can I go about converting it to make it game-ready? What are the best Blender tutorials (I did the design in SketchUp and would like to convert it)?

While I'm unsure if this will help you, it is an alternative workflow you can experiment with. Remember that Autodesk 3dsMax can be downloaded for free with a three year license for students. This post was taken from another I had made elsewhere on these forums. I don't think it warrants a thread just yet, but these are my processes using Sketchup and/or just 3dsMax. The latter of which; using just Max, is detailed in the following:

  1. Create the model as one normally would, using 3dsMax. Texturing is no different than for any other model.
  2. Finish creating the model. All modifications to the model must be complete at this point. It's time to start the export process for Cities: Skylines!
  3. Click Render, then Render to Texture (hotkey "0"). Scroll down to "Output". select Diffuse, Specular and Normal maps. I would recommend that the maps be 1024x1024.

    Follow workflow A. or B. if a step is noted as such:

  4. A. Click "Unwrap only".
  5. B. If certain textures are too small in the render (e.g. a detailed sign) you can go the model's "Modifiers" tab and click "Unwrap UVW". Take note of the map channel. Set it to 2 if it isn't already. Under "Selection" (still within the "Unwrap UVW" menu) click "Polygon". Finally, click "Open UV Editor", select everything, and flatten the UV map (under "Mapping"). You are now free to move the corresponding parts of the UV map around and resize them, according to your needs.
  6. B. In the "Render to Texture" window, under "Use Existing Coordinates" select "Channel 2".
  7. Make sure your output (under "Selected Elements Common Settings") is set to .jpg and take note of where you are exporting these UV map images to.
  8. Click "Render"
  9. B. Collapse the "Unwrap UVW". Right click the modifier in the menu to the right and select "Collapse To".
  10. Go to the "Utilities" tab and select "Reset Xform" then click "Reset Selected".
  11. Finally, go to "File" > "Export" > "Export Selected" (be sure your model is selected in the viewport and that it is the only model in the scene).
  12. In Windows Explorer, go to "C:\Users\User\AppData\Local\Colossal Order\Cities_Skylines\Addons\Import". Add your .fbx and those UV maps/textures you had made earlier to this folder. Rename both the .fbx and the UV files to any desired name, so long as the UV files have the exact same name (case sensitive) with the addition of _d, _s, _n etc. for their respective use as diffuse, specular and normal maps.
  13. Start the game, navigate through the Asset Editor. Once you've selected a lot to create or modify, you should see your model in the list at the left. Select it and play with the orienation tools. I recommend increasing scale by 100%.
  14. If the textures aren't quite to your liking, simply modify them in an image editing program and reload the game.
  15. Have fun with your one-of-a-kind model made with your own tears, sweat and blood (well, hopefully none of the latter)! :p


Using Sketchup and 3dsMax.

  1. In an image editing program, create your diffuse, bump (normal), specular etc. maps. Make sure they register properly when overlayed. (Note that greyscale bump maps work in place of true normal maps).
  2. Save your maps as the same size I would recommend 1024x1024 for most applications. Make sure they have the same extension (I use JPEG).
  3. Make a new material in Sketchup using your newly created diffuse map. Be sure it is the only texture in the entire scene with the exception of the default material on backfaces.
  4. Delete all groups and components. The sketchup model must be a single object.
  5. Import the .skp file to 3dsMax.
  6. There will likely be two groups in the scene. Click "New Scene Explorer" under "Tools" and delete the second group.
  7. Select the remaining group; the model you had created. (It should appear no different after deleting the second object in the scene).
  8. In the modifiers tab, select "Unwrap UVW". Right click this modifier and select "Collapse To".
  9. Go to the "Utilities" tab and select "Reset Xform" then click "Reset Selected".
  10. Finally, go to "File" > "Export" > "Export Selected" (be sure your model is selected in the viewport and that it is the only model in the scene).
  11. In Windows Explorer, go to "C:\Users\User\AppData\Local\Colossal Order\Cities_Skylines\Addons\Import". Add your .fbx and those UV maps/textures you had made earlier to this folder. Rename both the .fbx and the UV files to any desired name, so long as the UV files have the exact same name (case sensitive) with the addition of _d, _s, _n etc. for their respective use as diffuse, specular and normal maps.
  12. Start the game, navigate through the Asset Editor. Once you've selected a lot to create or modify, you should see your model in the list at the left. Select it and play with the orienation tools. I recommend increasing scale by 100%.
  13. If the textures aren't quite to your liking, simply modify them in an image editing program and reload the game.
  14. Have fun with your one-of-a-kind model made with your own tears, sweat and blood (well, hopefully none of the latter)! :p

I'd like to give a big thanks to all of you who had helped me out with 3dsMax and Cities: Skylines importing. I could of never got here without your assistance! ;)
 
Hi Bipin, Always liked your work.

I know you're just spreading some knowledge so no harm done but, the OP wanted instructions for Blender and Sketchup thus the title. Not all of us are students or have the cash for 3dsMax. Sometimes it's refreshing to see a focus on Sketchup and/or Blender and it would keep these instructional or program specific discussions more to the point.
I think it IS a good idea to start a 3dsMax specific instructional thread as many artists are using that and will be searching for such instructions.
 
Hi Bipin, Always liked your work.

I know you're just spreading some knowledge so no harm done but, the OP wanted instructions for Blender and Sketchup thus the title. Not all of us are students or have the cash for 3dsMax. Sometimes it's refreshing to see a focus on Sketchup and/or Blender and it would keep these instructional or program specific discussions more to the point.
I think it IS a good idea to start a 3dsMax specific instructional thread as many artists are using that and will be searching for such instructions.

First off, thanks for the kind words! While I know it isn't the most relevant reply to this topic, I figured it was the best I could do (I'd still like to give a helping hand best I can of course). For what it's worth mentioning, getting 3dsMax as a student isn't that lengthy of a process. You don't need to provide them with a wealth of credentials I needed it in highschool, but did not have a student email address. A hotmail address worked just fine. I suppose now would be a good time though to start a 3dsMax thread.