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Sketchup model - Probems with UV MAPS, problems baking Proggresive GPU HEELP!

Discussion in 'Global Illumination' started by TheMartsy, Aug 25, 2020.

  1. TheMartsy

    TheMartsy

    Joined:
    Dec 27, 2017
    Posts:
    28
    Hello everyone,

    I am using 2019.4.8f1 version

    Dealing with some serious amount of problems right now. I have been working on test model on sketchup.
    Been trying to import sketchup model both .fbx or skp file formats. Results are mostly the same.

    what_in_the_hell_02.JPG

    What in the hell_01.JPG

    This is the result when you bake the light on progressive GPU. Generate Lightmap UVs is clicked.

    When I use progressive CPU results are a bit better, but still with problems. screen_011.JPG
    Can somebody help me solve this problem please?
     
  2. blobface

    blobface

    Joined:
    Mar 6, 2019
    Posts:
    12
    I'm really struggling with this right now. Unfortunately I can't find a simple way of doing this reliably, in the age of Oculus Quest it would be really really amazing if SketchUp would be a clean drag / drop with either corrected generated UVs (which I assume is near impossible), or give us manual option to adjust the vertices on the lightmaps somehow (Speaking purely out of ignorance here but it would be great if "ProBuilder > UV Editor" works on imported meshes, not just things that are created with ProBuilder, if at all possible). I've tried both SketchUV and Wrap-R plugins for SketchUp and none of the adjustments carried over.

    Dragging in an exported FBX (SU 2018) did improve things a lot for me compared to skp, the maps are less distorted, the checkered patterns are at least solid and not fuzzy and overlapping, and another thing I did which help was to split the model into more groups / components than usually necessary, so for example, instead of building four walls as an extruded square with an inset hole punched through (which takes literally seconds to create), you would build four rectangles, the Auto UV generation seems to be kinder to four blocks than a complex shape.

    It'd be a dream if skp works seemlessly with Unity with baked lightmaps for lightweight VR.. if anyone has any tips for SketchUp -> Unity workflow that doesn't involve real time lighting (or as little as possible), relying mostly on baked lightmap, it'd be hugely appreciated.
     

    Attached Files:

  3. TheMartsy

    TheMartsy

    Joined:
    Dec 27, 2017
    Posts:
    28
    Are you sure Wrap-R does not work if you export the file as .fbx?
     
  4. TheMartsy

    TheMartsy

    Joined:
    Dec 27, 2017
    Posts:
    28
    So what is your solution right now?
     
  5. blobface

    blobface

    Joined:
    Mar 6, 2019
    Posts:
    12
    I don't really have a solution right now, I'm using the passable FBX for the the bulk of the scene, and turning off horrendously distorted meshes in the inspector and rebuild it with ProBuilder (if it's just a wall or a simple surface), and Blender, if it's an organic / more complex item like a lamp. Which is not at all sustainable as a workflow.
     
  6. harisonzamperla

    harisonzamperla

    Joined:
    Oct 2, 2020
    Posts:
    2
    im having this exact same problem except my lightmaps look terrible no matter if its progressive cpu or gpu. Even popped it into blender and fixed UV issues. Still looks god awful

    anyone have any ideas?
     
  7. harisonzamperla

    harisonzamperla

    Joined:
    Oct 2, 2020
    Posts:
    2
    Hey I think I sorted it!

    You need to turn off export two-sided because it causes problems with the lightmaps. Also before you export you need to go to view->monochrome

    All the dark faces are back sides of faces. Right click and click reverse face

    Also sometimes you can click a lighter face and click orient faces to get a head start on the process

    That fixed everything for my lightmap problem