Well after much discussion, we think we have a satisfactory, if not perfect, workflow. At the moment we are looking at what happens on edge cases, but even those have some non-obvious solutions.
As I have said, the evaluation was to resolve many issues we current have with SketchUp:
ā Rounding of corners and edges - these require third party tools which can result in bad geometry
ā Reduction of rework because of bad geometry
ā Watertight objects (SketchUp is notorious for making it difficult to make objects watertight)
ā Cleaner UVās - SketchUp has a bad habit of creating ājunkā geometry that is a pain to eliminate
We really would like to see FBX export as a standard ā it would give us more flexibility (the hierarchal nature of it is handy) and it would be wonderful if we could tag faces as āgroupsā.
We have successfully created a object (an oven)
Exporting as an OBJ file we were then able to successfully UV edit and paint it without too much trouble. The UVs it created were very clean, far more so than that from Sketchup (below). The items in red are the garbage that we had to contend with ā tracking it down only to realize it was hidden! This is what makes Shapr3D superior for our use case.
(UVās from Sketchup with garbage geometry circled in red)
Although editing the UV for Shapr3D was challenging, we saw nothing but meshes that we put there by intention. Curved surfaces were nice and clean and edges were well defined (even if you had to zoom in quite a bit).
Shapr3D has some cons from a gaming digital assets perspective:
ā In order to assure that we have the minimal number of faces, we must UNION all of our meshes (save for those that must move, like the oven door). This means that UV editing and painting must be a little more cautious and know which UV āpartā is which. For extremely complex objects this could present some interesting logistics.
ā The OBJ format must be turned into an FBX if we ever want to work with it in Maya. Currently we have resorted to using a Blender console program to do the conversion. (workaround)
ā Up is 90 degrees off from what Epic, Adobe and others use. As such the same Blender program rotates the object to what is expected. Allowing users to export by changing the X axis would do wonders. (workaround)
ā The inability to tag faces (even though we can select them in the program) is a need. Shapr3D is made to create complex designs (SketchUp does boxes very wellā¦ the world isnāt a box). (No workaround)
ā The inability to determine the number of faces for a curve is disappointing. GPUās donāt like curved surfaces. However, for the digital artist a small number of faces is better for tiny curves and a larger for very big ones. (No workaround)
We are very pleased that many of the problems weāve run into that we thought were deal-breakers turned out to be either a) a misunderstanding of the OBJ format b) a misunderstanding of Lumen.
Unexpected Pros:
ā The ability to create 2D drawings from a 3D drawing is nice. It WOULD be nice if we could put dimensions on the 3D object as well.
ā A knowledgeable team to interface with - thanks for understanding that we are not from the world of mechanical engineering, but attempting to solve a problem that has plagued us for some time.
Overall, Iām making the recommendation that we move immediately from SketchUp to Shapr3D. While we may lose a little time in UV editing, the elimination of junk geometry makes the result worth it. Geometry that you donāt see should never go to the GPU.
Thanks for your help!