I don't have a lot of time this morning, but here is a link that may help you. There are a lot of totorials that help with 3d importing and painting from various differet 3d sources. the issue you are having is not uncommon and i think is an easy fix, its just i have to be on the road in 30 min and don't have time to properly think it through atm.
Why is this mapping different? What is the correct termination when describing this mapping ?
Mapping is arbitrary. PS will use an existing UV set, if there's one in the file, but if there#s none, it wil lattempt to create one uzsiung its own algorithm. aside from that there's a ton of ways to map such things from simple planar to cubic to spherical. There's no simpel answer here for you.
Do 3d applications save models differently even in the same file format ( i.e dae)?
Yes. As they say: "There's a million ways to skin a cat." All formats PS can read are interchange formats and it is up to the manufacturers to decide how they translate their native formats (MAX, C4D etc.) to these formats.
This models renders with no errors but the red decals render as described above (corrupted).
Probably duplicate polygons or misaligned normals. Nothing you can fix. Sketchup has a track record of spitting out the most atrocious files, so it is probably "normal". Anyway, if you're serious about this, learn a real 3D program like the free Blender, if only to fix up the mess Sketchup produces...
THanks for the replys so far.
I now get the impression this is currently the way of things are regards importing models and will always be a hit and miss affair.
After what Mylenlum has mentioned regards formats and each manufacturers translating their native format in different ways I suppose no application can be expected to cope with importing all these format variations. Man, what a headache!!!
I suppose the way to go still is model and render outside PS and open it as 2d graphic probably with transparent background or particular background colour to make masking easy. Although I love the extended version regards being creative in 3D using the built in features , the ability to import 3D models and compose 2d artwork was to me a big selling point. I must admit I'm rather disappointed now knowing its not that easy
Am I right in thinking that if a manufacturer wanted their models to be fully compatible in PS it would be up to them to develop a "plugin"/application? but I suppose why would they want to do that
Am I right in thinking that if a manufacturer wanted their models to be fully compatible in PS it would be up to them to develop a "plugin"/application?
PS 3D is perhaps 0.5% of what an average 3D program does these days, so do you really think people already using full 3D programs would have any interest in using PS other than for texture painting? It is what it is - a rudimentary way of 3D that may occasionally suffice for some simple stuff with lots of extra touchup to make it look halfway good, but nothing more. At the end of the day, for most tasks it is much more painless to stick with your 3D app. And yes, of course why should software vendors have any interest in sending their customers to Adobe?
" It is what it is - a rudimentary way of 3D that may occasionally suffice for some simple stuff with lots of extra touchup to make it look halfway good, but nothing more"
after using the 3d features I totally agree with this statement. Being a 3D newbe, I found that after playing around with features like Repousse & 3D postcard it left me with a thirst to do more in 3D only to find out how restricted & limited it is in PS (hence this thread).
I personally don't get the "New shape from layer". AS far I know there only a certain amount of creativity you can have with primitive shapes (scale x,y,z etc). Usually you get these shapes as starting point in 3D apps before modelling them which of course PS doesn't do. It even makes me think that Adobe was going to make some very basic modelling features (like in sketchup) but was not implemented but the "New shape from layer" option was left in.
Maybe future versions we will have this
On the positive side Adobe has left me thinking about purchasing a 3d application which I'm now researching now
I don't totaly agree with that statement. Grant it I am no expert either but my all my 3d human painting is done is Photoshop. grant it my UV map was spacificly made for the models that i use but its a little more then basic 3d.
Grant it i use it for a spacific purpous, to paint the 3 d layers not for modeling for that you would use 3d studio max or some other 3d application, most of them intigrate with photoshop.
I don't totaly agree with that statement. Grant it I am no expert either but my all my 3d human painting is done is Photoshop.
Fair enough, but from your screenshot it looks like you paint a considerable part in 2D and in addition the textures appear to be rather low-res and 8bit. That might get considerably more inconvenient if they were higher res and 16bit or even 32bit...
most of the painting is done in 2d and applied to the 3 sections of the 3d layers, while they look small thats only cause i miniturised it all to fit on screen on my laptop. each of the 3 sections, while not super high res, since the actual final result are placed into an online game, they are 1024 x 1024 32 bit textures, the 3d rendering on my laptops not the best to see the results on either.
the images are all loaded into the game in a flat 2d texture, having photo shops 3d is needed to properly mesh all the seamlines on the skin texture or you would have visable seamlines on every mesh point.
I have spent over probably 10 hours.
I've tested exporting Collada with every possible option checked and unchecked from Sketchup.
Here's what I've found...
The texture and/or 3d model only works with the following...
1. No curves.... if you create a model with NO curves whatsoever.
2. Triangulate faces.
3. Group everything.
I modeled a laptop... once I introduced curves... i.e. follow me curved bevels it imports into CS5 as odd textures.
The script "Invert Opacity" does nothing.
I've also tried taking the model (with curves, the same model that doesn't import into Pshop without weird artifacting) into Blender. I've exported in every format with zero luck.
Long story short you cannot create a curved surface object in Sketchup and have it display correctly in Pshop. The only way is to create it outside of Sketchup.