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Blender

Hachik0 Jul 25, 2017 @ 8:59am
Sketchup export to blender issues?
It always worked perfectly with Sketchup 2017 version and exporting it to Blender.
But lately it does this strange black dark lighting bug?

http://imgur.com/a/GziVo

I just made a very simple box and it still appears in blender like that.

What is causing this?

Therefore it never happened like this.Now it does.
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Showing 1-10 of 10 comments
Pte Jack Jul 25, 2017 @ 9:31am 
That looks like the normals are reversed. Go into edit mode then select the dark faces and in the tools menus (on the left), select the shading tab and do a recalc on the normals (or Ctrl+N I think it is) to see if they brighten up. If they don't try reversing them.
Hachik0 Jul 25, 2017 @ 11:20am 
Originally posted by Pte Jack:
That looks like the normals are reversed. Go into edit mode then select the dark faces and in the tools menus (on the left), select the shading tab and do a recalc on the normals (or Ctrl+N I think it is) to see if they brighten up. If they don't try reversing them.

Thanks for the reply, i tried what you did, and yes it seems it has something to do with the shading. It didn't fixed it to be normally white. But it does brighten up a bit. But it is not solved yet. And any idea how i can disable this shading?
The Renderer Jul 25, 2017 @ 11:26am 
What do you mean by "normally white"? Can you post a screenshot of how it looks now?

Edit: Ah, maybe you mean the "smooth" shading. Try switching it to "flat" (button on the "tools" menu to the left, while you are in object mode).
Last edited by The Renderer; Jul 25, 2017 @ 11:30am
Hachik0 Jul 25, 2017 @ 11:40am 
Originally posted by The Renderer:
What do you mean by "normally white"? Can you post a screenshot of how it looks now?

Edit: Ah, maybe you mean the "smooth" shading. Try switching it to "flat" (button on the "tools" menu to the left, while you are in object mode).

Tried that too, Well, if you import a model, the model would be normally white and clean right?
When i try it, it looks like there is some metal shader on it. Here a quick basic pen. I mean, this doesn't look right.

http://imgur.com/a/mmuZC
The Renderer Jul 25, 2017 @ 11:56am 
Yes, it doesn't look right, but it definitely is not a shader (metal or otherwise). The mode you're in in that screenshot doesn't actually show shaders in the viewport, so it's definitely a problem with the model, most likely the normals. If you turn on the normals as lines (on the menu to the right (accessed by pressing "n"), under "mesh display"), do the lines all point outwards? Might also be doubled vertices or any other number of weird geometry.

If you want, I can take a closer look if you upload the blend file or the pen model you try to import. Can't promise I can fix it but just by looking at the screenshot I can't really tell what's wrong other than it looks like the normals aren't as they should be.
Last edited by The Renderer; Jul 25, 2017 @ 11:58am
Hachik0 Jul 25, 2017 @ 12:04pm 
Sure i have uploaded the Pen model in .FBX on Wetransfer. Here is the link:
https://we.tl/XhHbroNffM

Let me hear if it works normally for you.
Mr Chappy Jul 25, 2017 @ 12:34pm 
Hi,

After you have imported your model go to the “Data” properties menu(the triangle icon next to the modifiers icon).
Under the heading “Geometry Data” you should see a button named “Clear Custom Split Normals Data”.
Click this button and it will look how it should look.

You also have a lot of duplicate verts in your mesh resulting in very fragmented geometry. Meaning your model is composed of roughly 30 separate parts, you can see which are linked by selecting any vert and using “Ctrl+L” (not capital L !!!), this selects all the mesh parts that are linked to the selected vert.
You could remove these by using the “Remove Doubles” tool whilst all your mesh is selected, it removed 167 when I did this on your mesh.
You would still be left with some non-manifold geometry as you have a split(faces within the pencil) between the nib and the pencils shaft comprised of 22 faces.

Lastly the model is triangulated which makes further modelling problematic, you really should try and keep things as quads(excluding the nib) until you have a reason to export with triangulation(exporting for Substance Painter 2 for example, always make a backup before doing this!).
If you can re-export the model with quads rather than tris that would probably be a good thing to do, you can remove them manually if needed but it does take more time...
Last edited by Mr Chappy; Jul 25, 2017 @ 12:37pm
The Renderer Jul 25, 2017 @ 1:49pm 
Yep, Mr Chappy basically said it all.

Hachik0, there are Blender plugins specifically for importing Sketchup files (or at least Google tells me so), maybe these are better at importing a clean model without the doubled vertices and with better topology?
Hachik0 Jul 25, 2017 @ 2:00pm 
Originally posted by Mr Chappy:
Hi,

After you have imported your model go to the “Data” properties menu(the triangle icon next to the modifiers icon).
Under the heading “Geometry Data” you should see a button named “Clear Custom Split Normals Data”.
Click this button and it will look how it should look.

You also have a lot of duplicate verts in your mesh resulting in very fragmented geometry. Meaning your model is composed of roughly 30 separate parts, you can see which are linked by selecting any vert and using “Ctrl+L” (not capital L !!!), this selects all the mesh parts that are linked to the selected vert.
You could remove these by using the “Remove Doubles” tool whilst all your mesh is selected, it removed 167 when I did this on your mesh.
You would still be left with some non-manifold geometry as you have a split(faces within the pencil) between the nib and the pencils shaft comprised of 22 faces.

Lastly the model is triangulated which makes further modelling problematic, you really should try and keep things as quads(excluding the nib) until you have a reason to export with triangulation(exporting for Substance Painter 2 for example, always make a backup before doing this!).
If you can re-export the model with quads rather than tris that would probably be a good thing to do, you can remove them manually if needed but it does take more time...

Thanks! It did worked and it is white. Now i don't have to repeat this process everytime i import a model, right?

Great explanation! Sorry i'm pretty new to modelling. But that sure is some good info.

Originally posted by The Renderer:
Yep, Mr Chappy basically said it all.

Hachik0, there are Blender plugins specifically for importing Sketchup files (or at least Google tells me so), maybe these are better at importing a clean model without the doubled vertices and with better topology?

Yes! I will take a look at that for Blender. It will sure come in handy. Thanks for the effort! Appreciated it.
Mr Chappy Jul 25, 2017 @ 2:31pm 
Originally posted by Hachik0:
Thanks! It did worked and it is white. Now i don't have to repeat this process everytime i import a model, right?

If you import from sketchup(via the same method as used for this) then you may have to do one or more of the things I described for each model you import.
You should do what @The Renderer said and see if there are any custom add-ons for this.
Better still do your modelling in Blender, it may take a while to adjust but it is the better long term option by a country mile.
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Date Posted: Jul 25, 2017 @ 8:59am
Posts: 10