skp import just works exactly as you'd want it to, preserving components/instances, textures, and eliminating the need to export your model before going to 3ds Max. The 3ds format just had a lot of quarks, mostly things you'd have to work around, whereas the. 3ds files were also triangulated which makes for a kindof messy looking model and doubles your polygons. skp import, and you have to export the file every time you want to go to 3ds Max rather than just saving the SketchUp file. 3ds format didn't create instances from components, if it translated UV's (which I want to say it didn't) they weren't as good as the. I may get some of the differences wrong here as I'm going from memory but as I recall the. It proved to be a very good format for my use. skp file?īefore 2011 came out with it's SU plugin, I was using 3ds.
Nickdk wrote:Gaieus: Do you know if there's any difference between exporting to 3ds format or just directly importing the. If you apply your Vray brick material to the Low Res brick material slot in the multimaterial, it should preserve your UV's and map it appropriately. When you then import that into 3ds Max, I think you end up with a multi material which contains all of your simple SU textures (you may have multiple multi materials depending on your model structure in SU).
Same goes for many other maps, and you can always adjust the color in SU with it's sliders after the material is applied to get a sense of what's what. Both sell good EXR and HDR files at very reasonable prices as well, Peters are even time stamped so you can pinpoint a good 11am-ish sun direction, although you will have to manually align the VRaySun to it if you want hard shadows.
#VRAY SETTINGS FELT HOW TO#
But actually if you use your b/w bump map, although it won't look as pretty in SU, it makes it much easier to map the textures properly since the joints are so visible. There are good tutorials available on how to utilize EXR and HDR files in VRay at Peter Guthries blog and Charles Leos HDRSource website. One tip I learned from Richard on these forums is that you may be tempted to use the diffuse map of your, let's say brick material. I find somewhere in the neighborhood of 1,000px wide and a jpg compression of 3 or so is usually just fine and will get you very small files in the 200kb range or less as I recall. You don't want to downsize it so much that it makes it difficult to map the material properly though, and likewise if you compress a color image too much it can also be counterproductive. I can't promise this will work, but I think it should in theory and it's how I've been working with Maxwell forever.īasically you want to take one of your texture maps, downsize it and save it as a highly compressed JPEG. I use a very similar workflow, except with Maxwell. So you want to apply a low quality material in SU (presumably to keep file size down), import it into 3ds Max, swap that low quality image out for your Vray Material with high res textures and such?