Search Unity

  1. Unity 2019.2 is now released.
    Dismiss Notice

How to - Import a Sketchup (.skp) Model into Unity (with Textures)

Discussion in 'External Tools' started by RaventurnPatrick, Aug 9, 2011.

  1. RaventurnPatrick

    RaventurnPatrick

    Joined:
    Aug 9, 2011
    Posts:
    36
    As it took me about 5 hours to find out how to import .skp Models into Unity 3, i want to share the steps that brought me to success :D

    Sketchup Standard version or Pro Version - v8 or higher:
    1. Create/open the model with Google Sketchup
    2. Align the faces of the model (In the Monochrome mode--> the bright side should be up/front)
    3. Export in .dae format (Default settings!)

    Blender - v3.55 or higher:
    4. Open the .dae file with Blender (If you want to see the textures - switch to texture rendering mode)
    5. Export to .fbx (Default settings)

    Unity - v3 or higher:
    6. Create a new folder for your models (within the Assests tab) - Recommended
    7. Create a Folder called "Textures" within the new folder
    8. Drag/Import your model textures into the textures folder
    9. Drag/Import your .fbx model in the new folder (same layer as the "Textures" folder)

    If you have done everything right, you should see a materials folder (near the textures folder)
    If you drag your object into the scene it should be fully textured
    If something is invisble - you have aligned the faces wrong (go back to step 2)

    PS: If you have Google Sketchup pro - you can skip the blender part

    I hope this helps.
     
  2. ProjectOne

    ProjectOne

    Joined:
    Aug 9, 2010
    Posts:
    442
    Thanks, will surely find this useful.
     
  3. ruckpositiv

    ruckpositiv

    Joined:
    Dec 14, 2011
    Posts:
    2
    could you please explain what you mean by align the faces of the model (step 2) ? I do not usually use sketchup and It would be useful for me to have the detailed procedure to do this step.
    thanks you.
    regards.
     
  4. goat

    goat

    Joined:
    Aug 24, 2009
    Posts:
    5,177
    cool, thanks.
     
  5. DayyanSisson

    DayyanSisson

    Joined:
    Aug 4, 2011
    Posts:
    623
    Go to View > Face Style > Monochrome. Everything now should be either blue or white. For everything that you want to be visible make it white. If a side you want to have visible is blue, then right click it, and scroll down till you see Reverse Faces.
     
  6. HolBol

    HolBol

    Joined:
    Feb 9, 2010
    Posts:
    2,884
    Or you get sketchup pro and export to fbx :S, or export to Dae, and then convert?
     
  7. twitchfactor

    twitchfactor

    Joined:
    Mar 8, 2009
    Posts:
    351
    this. :d
     
  8. tra2002

    tra2002

    Joined:
    May 11, 2011
    Posts:
    140
  9. ruckpositiv

    ruckpositiv

    Joined:
    Dec 14, 2011
    Posts:
    2
    many thanks!
     
  10. Paulius-Liekis

    Paulius-Liekis

    Joined:
    Aug 31, 2009
    Posts:
    673
    SketchUp Pro -> COLLADA -> Unity 3.5 will give best results (once Unity 3.5 available), since Unity 3.5 has much better COLLADA support.
     
  11. lukasaurus

    lukasaurus

    Joined:
    Aug 21, 2011
    Posts:
    360
    Rise from your grave...


    Just wanted to add, and also ask if there was a way around this, you need to do it in Inches, where 1 inch = 1 unit in Unity.

    That kind of sucks though, since I prefer to work in Metres. Is there a way to make a model in metres and have it import into Unity at 1 metre = 1 unit.

    Yes, I have tried setting the starting template to metres. Doesn't work. It imports into unity roughly 40 times bigger than it should be.

    The main reason for not wanting to work in inches is that when texturing, every texture imports and applies at a massive scale and you have to scale each texture down really really tiny which is a pain in the butt.
     
  12. tra2002

    tra2002

    Joined:
    May 11, 2011
    Posts:
    140
    I set sketchup to decimal feet then 3.28 feet cube is 1 unit in unity at a 1:1 scale on import.
     
  13. jen.lath

    jen.lath

    Joined:
    Jun 5, 2013
    Posts:
    1
    I am working with this right now and am finding with Unity 4.1 the materials aren't auto assigned in unity. Any suggestions?
     
  14. tra2002

    tra2002

    Joined:
    May 11, 2011
    Posts:
    140
    Playup tools will help you a lot. I found using Sketchup for quick modeling is great but I take and import any sketchup models I do into Blender and texture map or paint textures.

    http://www.playuptools.com/
     
  15. caldrin

    caldrin

    Joined:
    Dec 4, 2011
    Posts:
    127
    I must admit i have not given sketchup enough time... I have seen people do a lot of good stuff with it.
     
  16. tra2002

    tra2002

    Joined:
    May 11, 2011
    Posts:
    140
    With the proper plugins and the right frame of mind while modeling it is a very useful tool. I use it for a lot low poly assets for example the toonish styled buildings here where all made in Sketchup.

    $buisnesses.png
     
  17. nezarat

    nezarat

    Joined:
    Jul 1, 2013
    Posts:
    1
    i had same problem with unity 4.0.0.f7

    do this

    1. before u export model from sketchup to .fbx make new folder and export model to it , so when u export model , sketchup automatically make a sub folder and copy texture file on it .
    2 .in unity project make new folder for new model ( i call it here testfldr ), drag model fbx file to it , if unity automatically make material folder , delete it !
    3. drag texture folder to unity ( testfldr folder ) .
    4. select model by click it and go to inspector , find material naming and choose model name + model's material option .

    5. click apply
    6. enjoy.
     
  18. ErikJG

    ErikJG

    Joined:
    Jul 21, 2013
    Posts:
    1
    It isn't working please can I have some help
     
  19. NileSuperRiver

    NileSuperRiver

    Joined:
    Dec 14, 2013
    Posts:
    5
    But what if you want both sides of a face visible?
     
  20. Shorty89

    Shorty89

    Joined:
    Apr 5, 2014
    Posts:
    1
    An other very easy way is to go into Sketchup and click on the file tab and choose the export option and export into 3D however you feel like.
     
  21. eobet

    eobet

    Joined:
    May 2, 2014
    Posts:
    176
    I would like to know this too, as I also work with meters in SketchUp. I'm guessing this will be important for VR support in the future?
     
  22. tra2002

    tra2002

    Joined:
    May 11, 2011
    Posts:
    140
    @eobet yes just go to window/model info on the top menu bar then when the Model Info window appears chose units on the left and then set format to decimal m this will let you model and export in meters and 1 meter in Sketchup will be 1 unit/meter in unity. Just make sure when you import your model in Unity set the scale to 1 since I noticed when Unity imports models from Sketchup it is always set to 0.01

    $sketchupunits.png
     
  23. malosal

    malosal

    Joined:
    Jun 22, 2013
    Posts:
    149
    I have an easier way my friend!!! In sketchup, after you export the DAE file do this. copy the dae file into the same folder as the textures. then select them all and drag them into Unity's project tab and it comes in perfect!!!!! I hope this helps!!!
    A few days ago I posted a really easy way to get fbx files from sketchup into Unity. Put the fbx file in the same folder as the textures. Select all in the folder and drag it into the project tab in Unity. Thats it! works like a charm. for a more detailed explanation see my blog post at http://unity-unreal.blogspot.com/
     
    Last edited: May 5, 2014
  24. tra2002

    tra2002

    Joined:
    May 11, 2011
    Posts:
    140
    That works malosal but for those not wanting to use Blender it can be done with no other programs and just 1 free plugin for Sketchup. I always use Blender to texture and such when I need a uv map but other then that I just export a obj with Tig's obj exporter for Sketchup(works with free or pro) and it will export the texture, mtl, and obj to a folder straight from Sketchup. Then import that to Unity set scale in Unity to 1.
     
  25. malosal

    malosal

    Joined:
    Jun 22, 2013
    Posts:
    149
    I have an easier way my friend!!! In sketchup, after you export the DAE file do this. copy the dae file into the same folder as the textures. then select them all and drag them into Unity's project tab and it comes in perfect!!!!! I hope this helps!!!
     
  26. malosal

    malosal

    Joined:
    Jun 22, 2013
    Posts:
    149
    tra2002, i think the dae export works with the non pro version, right?
     
  27. malosal

    malosal

    Joined:
    Jun 22, 2013
    Posts:
    149
    I see what you mean now tra2002. I had to scale to .05 on all axis to be able to get it at a reasonable size. Thanks for the info!
     
  28. tra2002

    tra2002

    Joined:
    May 11, 2011
    Posts:
    140
    The dae export works for non pro Sketchup but sometimes I have issues with importing the Sketchup dae to Unity. I have had zero issues though with Tig's obj exporter. It is a older exporter but it still works with the newest Sketchup

    http://rhin.crai.archi.fr/rld/plugin_details.php?id=790
     
    Last edited: May 5, 2014
  29. eobet

    eobet

    Joined:
    May 2, 2014
    Posts:
    176
    Ok, I set the decimal format to m (from mm), and double checked the scale in Unity (it was already 1), but alas it did not make any difference.

    Here is what I see:

    $Screen Shot 2014-05-05 at 20.48.11.jpg

    1. I believe I'm at max zoom, so this should be 1x1 meters I'm seeing, right?
    2. I tried to generate a default cube believing it would be 1 cubic meter, but it wasn't... how do I get it to that size, for reference?
    3. I've built the model I've exported to .dae to be confined in 3x3 meters, but it obviously still isn't.

    Problem persists. :(

    Anyone know anything else to try?

    EDIT: Leaving the above for reference... the cube apparently IS 1x1x1, but the grid seemingly refuses to show anything less than 10x10, hence the confusion... I'd really like it to show 1x1, if someone knows how to do that... and also, the SketchUp is still massively wrong.
     
    Last edited: May 5, 2014
  30. tra2002

    tra2002

    Joined:
    May 11, 2011
    Posts:
    140
    In Sketchup make a cube 1mx1mx1m then export it and import it to unity. Create a Unity cube into the scene then place your imported cube into The scene. Both cubes will be the same. Unity's default cube is 1meter
     
  31. eobet

    eobet

    Joined:
    May 2, 2014
    Posts:
    176
    Again, making sure that scale is 1 in Unity and the unit is meters in SketchUp yields this:

    $Screen Shot 2014-05-05 at 21.17.43.jpg

    An approximately 36 cubic meters large cube...

    Also, at this "great" zoom level, the camera movements in the editor is not smooth at all, and rather jumpy, like it's much more comfortable at a much greater zoom, which I find to be weird...



    Further info:

    $Screen Shot 2014-05-05 at 21.25.30.jpg
    $Screen Shot 2014-05-05 at 21.25.38.jpg
    $Screen Shot 2014-05-05 at 21.25.47.jpg
    $Screen Shot 2014-05-05 at 21.26.11.jpg
     
    Last edited: May 5, 2014
  32. tra2002

    tra2002

    Joined:
    May 11, 2011
    Posts:
    140
    Ok tested to see, and yes for some odd reason the dae exporter is not saving scale properly. in Unity set the scale to 0.0255 for the dae you imported and it should be equal to the 1 meter cube in unity. This is why I have decided to export as obj files with a plug in the dae exporter for sketchup is terrible.
     
  33. eobet

    eobet

    Joined:
    May 2, 2014
    Posts:
    176
    Yes, I just discovered that as well.

    .OBJ scales correctly, .DAE does not.

    However, .OBJ creates "junk" .HTML files upon export... not really sure if they are any use, or if there are any side effects to exporting in this format, but at least we have an answer that works for now.


    EDIT: On a semi-related note, I just clicked in some weird way with my mouse and got a 1x1 grid AND nice camera movements again... no idea what I did, but perhaps someone can enlighten me?

    (Answer to the above is the "F" key, while selecting objects.)

    EDIT 2: WOOOOOOOOOOW... .OBJ export is apparently a "pro" feature, and my SketchUp trial just expired... god damnit.
     
    Last edited: May 6, 2014
  34. tra2002

    tra2002

    Joined:
    May 11, 2011
    Posts:
    140
    When you export to obj you will have a texture, mtl and obj files. You can just import the obj and textures and leave the mtl out since the mesh will have the uv data.
     
  35. softnax

    softnax

    Joined:
    Mar 20, 2015
    Posts:
    6
    Thanks ..
     
  36. Hotsaucehater

    Hotsaucehater

    Joined:
    Sep 7, 2014
    Posts:
    1
    @tra2002 Update:

    With SketchUp 2015, you don't need pro to export to .fbx

    Then you can just put it into the assets folder in Unity 5 and it auto-assigns all textures and meshes.
     
    Jim-Boddie, sarthakshah and 2dchaos like this.
  37. Matopow

    Matopow

    Joined:
    May 3, 2015
    Posts:
    1
    WOW! thanks aAAAAlot Tundergod44 a real help.
     
  38. KarnageKane

    KarnageKane

    Joined:
    Feb 10, 2015
    Posts:
    1
    Thundergod 44 is a champion.:)
     
  39. nutkey

    nutkey

    Joined:
    Aug 1, 2015
    Posts:
    1
    Thanks, bro! :cool:
     
  40. Deleted User

    Deleted User

    Guest

    I can't find how to download as dae.
     
  41. Deleted User

    Deleted User

    Guest

    Sorry, nevermind. I just clicked download as SketchUp 2017 file. I guess SketchUp 2018 files are not supported yet?