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<channel>
	<title>Oblivion Archives - Digital Urban</title>
	<atom:link href="https://www.digitalurban.org/blog/category/oblivion/feed/" rel="self" type="application/rss+xml" />
	<link>https://www.digitalurban.org/blog/category/oblivion/</link>
	<description>Data, Cities, IoT, Writing, Music and Making Things</description>
	<lastBuildDate>Thu, 27 Nov 2008 20:29:00 +0000</lastBuildDate>
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	<url>https://www.digitalurban.org/wp-content/uploads/2012/07/Dulogosm-1.png</url>
	<title>Oblivion Archives - Digital Urban</title>
	<link>https://www.digitalurban.org/blog/category/oblivion/</link>
	<width>32</width>
	<height>32</height>
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	<item>
		<title>Oblivion in Crysis Engine</title>
		<link>https://www.digitalurban.org/blog/2008/11/27/oblivion-in-crysis-engine/</link>
					<comments>https://www.digitalurban.org/blog/2008/11/27/oblivion-in-crysis-engine/#comments</comments>
		
		<dc:creator><![CDATA[Andy]]></dc:creator>
		<pubDate>Thu, 27 Nov 2008 20:29:00 +0000</pubDate>
				<category><![CDATA[Crysis]]></category>
		<category><![CDATA[Oblivion]]></category>
		<guid isPermaLink="false">http://digitalurban.net/?p=1526</guid>

					<description><![CDATA[<p>We have worked in both the Oblivion and Crysis Engines and the movies below represents an interesting crossing of worlds &#8211; Oblivion running in Crysis: The work was only a...</p>
<p>The post <a href="https://www.digitalurban.org/blog/2008/11/27/oblivion-in-crysis-engine/">Oblivion in Crysis Engine</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>We have worked in both the Oblivion and Crysis Engines and the movies below represents an interesting crossing of worlds &#8211; Oblivion running in Crysis:</p>
<p><center><object width="475" height="394"><param name="movie" value="http://www.youtube.com/v/w_SXc6t5iRg&#038;hl=en&#038;fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/w_SXc6t5iRg&#038;hl=en&#038;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="475" height="394"></embed></object></center></p>
<p>The work was only a proof on concept but still fell foul of copyright &#8211; <a href="http://csnation.totalgamingnetwork.com/viewnews.php/9441/">see here</a> for full details. As a proof of concept its an impressive one and again shows the power of Crysis for visualisation.</p>
<p>The post <a href="https://www.digitalurban.org/blog/2008/11/27/oblivion-in-crysis-engine/">Oblivion in Crysis Engine</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
]]></content:encoded>
					
					<wfw:commentRss>https://www.digitalurban.org/blog/2008/11/27/oblivion-in-crysis-engine/feed/</wfw:commentRss>
			<slash:comments>4</slash:comments>
		
		
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		<item>
		<title>Oblivion in Crysis Engine</title>
		<link>https://www.digitalurban.org/blog/2008/11/27/oblivion-in-crysis-engine-2/</link>
					<comments>https://www.digitalurban.org/blog/2008/11/27/oblivion-in-crysis-engine-2/#comments</comments>
		
		<dc:creator><![CDATA[Andy]]></dc:creator>
		<pubDate>Thu, 27 Nov 2008 20:29:00 +0000</pubDate>
				<category><![CDATA[Crysis]]></category>
		<category><![CDATA[Oblivion]]></category>
		<guid isPermaLink="false">http://digitalurban.net/?p=1526</guid>

					<description><![CDATA[<p>We have worked in both the Oblivion and Crysis Engines and the movies below represents an interesting crossing of worlds &#8211; Oblivion running in Crysis: The work was only a...</p>
<p>The post <a href="https://www.digitalurban.org/blog/2008/11/27/oblivion-in-crysis-engine-2/">Oblivion in Crysis Engine</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>We have worked in both the Oblivion and Crysis Engines and the movies below represents an interesting crossing of worlds &#8211; Oblivion running in Crysis:</p>
<p><center><object width="475" height="394"><param name="movie" value="http://www.youtube.com/v/w_SXc6t5iRg&#038;hl=en&#038;fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/w_SXc6t5iRg&#038;hl=en&#038;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="475" height="394"></embed></object></center></p>
<p>The work was only a proof on concept but still fell foul of copyright &#8211; <a href="http://csnation.totalgamingnetwork.com/viewnews.php/9441/">see here</a> for full details. As a proof of concept its an impressive one and again shows the power of Crysis for visualisation.</p>
<p>The post <a href="https://www.digitalurban.org/blog/2008/11/27/oblivion-in-crysis-engine-2/">Oblivion in Crysis Engine</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
]]></content:encoded>
					
					<wfw:commentRss>https://www.digitalurban.org/blog/2008/11/27/oblivion-in-crysis-engine-2/feed/</wfw:commentRss>
			<slash:comments>4</slash:comments>
		
		
			</item>
		<item>
		<title>Back to Oblivion: Final Import Movie Elder Scrolls IV &#8211; SketchUp Model</title>
		<link>https://www.digitalurban.org/blog/2008/11/06/back-to-oblivion-final-import-movie/</link>
					<comments>https://www.digitalurban.org/blog/2008/11/06/back-to-oblivion-final-import-movie/#comments</comments>
		
		<dc:creator><![CDATA[Andy]]></dc:creator>
		<pubDate>Thu, 06 Nov 2008 18:12:00 +0000</pubDate>
				<category><![CDATA[3dmax]]></category>
		<category><![CDATA[Oblivion]]></category>
		<category><![CDATA[SketchUp]]></category>
		<guid isPermaLink="false">http://digitalurban.net/?p=1544</guid>

					<description><![CDATA[<p>Scanning our old hard drive we came across our final movie detailing the results of a tutorial for importing Google SketchUp models into the Oblivion gaming engine. We thought it...</p>
<p>The post <a href="https://www.digitalurban.org/blog/2008/11/06/back-to-oblivion-final-import-movie/">Back to Oblivion: Final Import Movie Elder Scrolls IV &#8211; SketchUp Model</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
]]></description>
										<content:encoded><![CDATA[<h3> </h3>
<div>
<p> <a href="http://1.bp.blogspot.com/_ADwvfqkxChw/RoTvCm3ACTI/AAAAAAAAAbg/TUvVG3ba3Zc/s400/Capture.JPG"><img decoding="async" style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px;" src="http://1.bp.blogspot.com/_ADwvfqkxChw/RoTvCm3ACTI/AAAAAAAAAbg/TUvVG3ba3Zc/s400/Capture.JPG" alt="" border="0" /></a>Scanning our old hard drive we came across our final movie detailing the results of a tutorial for importing Google SketchUp models into the Oblivion gaming engine. We thought it was lost to a previous hard drive crash but having found it we thought it was worthy of uploading to Vimeo and sharing again:</p>
<p><center><object width="480" height="320"><param name="allowfullscreen" value="true"><param name="allowscriptaccess" value="always"><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=2172198&#038;server=vimeo.com&#038;show_title=1&#038;show_byline=0&#038;show_portrait=0&#038;color=ffffff&#038;fullscreen=1"><embed src="http://vimeo.com/moogaloop.swf?clip_id=2172198&#038;server=vimeo.com&#038;show_title=1&#038;show_byline=0&#038;show_portrait=0&#038;color=ffffff&#038;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="480" height="320"></embed></object><br /><a href="http://vimeo.com/2172198">Oblivion Mod: University College London Quad</a> from <a href="http://vimeo.com/user584207">digitalurban</a> on <a href="http://vimeo.com">Vimeo</a>.</center></p>
<p>The process of going from Google SketchUp to Oblivion is well worth it, simply follow our <a href="http://digitalurban.blogspot.com/2007/06/tutorial-importing-sketchup3d-max-into.html"> two part tutorial on importing objects SketchUp/3DMax into Oblivion.</a></p>
</div>
<p>The post <a href="https://www.digitalurban.org/blog/2008/11/06/back-to-oblivion-final-import-movie/">Back to Oblivion: Final Import Movie Elder Scrolls IV &#8211; SketchUp Model</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
]]></content:encoded>
					
					<wfw:commentRss>https://www.digitalurban.org/blog/2008/11/06/back-to-oblivion-final-import-movie/feed/</wfw:commentRss>
			<slash:comments>3</slash:comments>
		
		
			</item>
		<item>
		<title>Back to Oblivion: Final Import Movie Elder Scrolls IV &#8211; SketchUp Model</title>
		<link>https://www.digitalurban.org/blog/2008/11/06/back-to-oblivion-final-import-movie-2/</link>
					<comments>https://www.digitalurban.org/blog/2008/11/06/back-to-oblivion-final-import-movie-2/#comments</comments>
		
		<dc:creator><![CDATA[Andy]]></dc:creator>
		<pubDate>Thu, 06 Nov 2008 18:12:00 +0000</pubDate>
				<category><![CDATA[3dmax]]></category>
		<category><![CDATA[Oblivion]]></category>
		<category><![CDATA[SketchUp]]></category>
		<guid isPermaLink="false">http://digitalurban.net/?p=1544</guid>

					<description><![CDATA[<p>Scanning our old hard drive we came across our final movie detailing the results of a tutorial for importing Google SketchUp models into the Oblivion gaming engine. We thought it...</p>
<p>The post <a href="https://www.digitalurban.org/blog/2008/11/06/back-to-oblivion-final-import-movie-2/">Back to Oblivion: Final Import Movie Elder Scrolls IV &#8211; SketchUp Model</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
]]></description>
										<content:encoded><![CDATA[<h3> </h3>
<div>
<p> <a href="http://1.bp.blogspot.com/_ADwvfqkxChw/RoTvCm3ACTI/AAAAAAAAAbg/TUvVG3ba3Zc/s400/Capture.JPG"><img decoding="async" style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px;" src="http://1.bp.blogspot.com/_ADwvfqkxChw/RoTvCm3ACTI/AAAAAAAAAbg/TUvVG3ba3Zc/s400/Capture.JPG" alt="" border="0" /></a>Scanning our old hard drive we came across our final movie detailing the results of a tutorial for importing Google SketchUp models into the Oblivion gaming engine. We thought it was lost to a previous hard drive crash but having found it we thought it was worthy of uploading to Vimeo and sharing again:</p>
<p><center><object width="480" height="320"><param name="allowfullscreen" value="true"><param name="allowscriptaccess" value="always"><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=2172198&#038;server=vimeo.com&#038;show_title=1&#038;show_byline=0&#038;show_portrait=0&#038;color=ffffff&#038;fullscreen=1"><embed src="http://vimeo.com/moogaloop.swf?clip_id=2172198&#038;server=vimeo.com&#038;show_title=1&#038;show_byline=0&#038;show_portrait=0&#038;color=ffffff&#038;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="480" height="320"></embed></object><br /><a href="http://vimeo.com/2172198">Oblivion Mod: University College London Quad</a> from <a href="http://vimeo.com/user584207">digitalurban</a> on <a href="http://vimeo.com">Vimeo</a>.</center></p>
<p>The process of going from Google SketchUp to Oblivion is well worth it, simply follow our <a href="http://digitalurban.blogspot.com/2007/06/tutorial-importing-sketchup3d-max-into.html"> two part tutorial on importing objects SketchUp/3DMax into Oblivion.</a></p>
</div>
<p>The post <a href="https://www.digitalurban.org/blog/2008/11/06/back-to-oblivion-final-import-movie-2/">Back to Oblivion: Final Import Movie Elder Scrolls IV &#8211; SketchUp Model</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
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					<wfw:commentRss>https://www.digitalurban.org/blog/2008/11/06/back-to-oblivion-final-import-movie-2/feed/</wfw:commentRss>
			<slash:comments>3</slash:comments>
		
		
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		<item>
		<title>Crysis Engine Level Editior &#8211; Rapid Level Modification</title>
		<link>https://www.digitalurban.org/blog/2007/08/06/crysis-engine-level-editior-rapid-level/</link>
					<comments>https://www.digitalurban.org/blog/2007/08/06/crysis-engine-level-editior-rapid-level/#comments</comments>
		
		<dc:creator><![CDATA[Andy]]></dc:creator>
		<pubDate>Mon, 06 Aug 2007 10:41:00 +0000</pubDate>
				<category><![CDATA[Crysis]]></category>
		<category><![CDATA[Game Engines]]></category>
		<category><![CDATA[Oblivion]]></category>
		<guid isPermaLink="false">http://digitalurban.net/?p=1993</guid>

					<description><![CDATA[<p>Over the last few months we have taken a couple of looks at the forthcoming game Crysis using the CryEngine 2 for architectural visualisation. The movie below provides a quick...</p>
<p>The post <a href="https://www.digitalurban.org/blog/2007/08/06/crysis-engine-level-editior-rapid-level/">Crysis Engine Level Editior &#8211; Rapid Level Modification</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Over the last few months we have taken a couple of looks at the forthcoming game <a href="http://www.crysis-game.com/">Crysis</a> using the CryEngine 2 for architectural visualisation.</p>
<p>The movie below provides a quick recap on the quality and realtime lighting:</p>
<p><center><object height="350" width="425"><param name="movie" value="http://www.youtube.com/v/JVqtAQPt9Zs"><param name="wmode" value="transparent"><embed src="http://www.youtube.com/v/JVqtAQPt9Zs" type="application/x-shockwave-flash" wmode="transparent" height="350" width="425"></embed></object></center></p>
<p>Of interest for urban visualisation is the level editor which is detailed in the next movie embedded below. If you get through the first minute or so it provides a good insight into the capabilities of the engine:</p>
<p><center><object height="350" width="425"><param name="movie" value="http://www.youtube.com/v/b6Pc0PTJmzo"><param name="wmode" value="transparent"><embed src="http://www.youtube.com/v/b6Pc0PTJmzo" type="application/x-shockwave-flash" wmode="transparent" height="350" width="425"></embed></object></center></p>
<p>Although the movie is focused on game editing it is equally applicable to architectural visualisation, especially with the realtime shadows and lighting.</p>
<p>If your interested in using game engines for visualisation take a look at our <a href="http://digitalurban.blogspot.com/2007/06/tutorial-importing-sketchup3d-max-into.html">two part Oblivion Tutorial</a>. Oblivion is still the easiest engine to import into, the following movie was the result of less than one hours work:</p>
<p><center><object height="350" width="425"><param name="movie" value="http://www.youtube.com/v/2FW-uCnuSxY"><param name="wmode" value="transparent"><embed src="http://www.youtube.com/v/2FW-uCnuSxY" type="application/x-shockwave-flash" wmode="transparent" height="350" width="425"></embed></object></center></p>
<p>For those interested we are currently building the same model in Second Life &#8211; <a href="http://digitalurban.blogspot.com/2007/08/global-and-local-data-representing.html">see our previous posts for the location</a>, feel free to pop along to check on progress.</p>
<p>The post <a href="https://www.digitalurban.org/blog/2007/08/06/crysis-engine-level-editior-rapid-level/">Crysis Engine Level Editior &#8211; Rapid Level Modification</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
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					<wfw:commentRss>https://www.digitalurban.org/blog/2007/08/06/crysis-engine-level-editior-rapid-level/feed/</wfw:commentRss>
			<slash:comments>2</slash:comments>
		
		
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		<item>
		<title>Oblivion Elder Scrolls IV Import Movie</title>
		<link>https://www.digitalurban.org/blog/2007/07/02/oblivion-elder-scrolls-iv-import-movie/</link>
		
		<dc:creator><![CDATA[Andy]]></dc:creator>
		<pubDate>Mon, 02 Jul 2007 13:31:00 +0000</pubDate>
				<category><![CDATA[Elder Scrolls]]></category>
		<category><![CDATA[Oblivion]]></category>
		<category><![CDATA[SketchUp]]></category>
		<guid isPermaLink="false">http://digitalurban.net/?p=2040</guid>

					<description><![CDATA[<p>Following our two part tutorial on importing objects into Oblivion with a few finishing touches we can go from the original model in Google SketchUp to various weather and lighting...</p>
<p>The post <a href="https://www.digitalurban.org/blog/2007/07/02/oblivion-elder-scrolls-iv-import-movie/">Oblivion Elder Scrolls IV Import Movie</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><a href="http://1.bp.blogspot.com/_ADwvfqkxChw/RoTvCm3ACTI/AAAAAAAAAbg/TUvVG3ba3Zc/s400/Capture.JPG"><img decoding="async" style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px;" src="http://1.bp.blogspot.com/_ADwvfqkxChw/RoTvCm3ACTI/AAAAAAAAAbg/TUvVG3ba3Zc/s400/Capture.JPG" alt="" border="0" /></a>Following <a href="http://digitalurban.blogspot.com/2007/06/tutorial-importing-sketchup3d-max-into.html">our two part tutorial on importing objects into Oblivion</a> with a few finishing touches we can go from the original model in Google SketchUp to various weather and lighting effects in Oblivion:</p>
<p><center><object height="350" width="425"><param name="movie" value="http://www.youtube.com/v/2FW-uCnuSxY"><embed src="http://www.youtube.com/v/2FW-uCnuSxY" type="application/x-shockwave-flash" height="350" width="425"></embed></object></center></p>
<p>The 4 minute YouTube movie above details the model in Oblivion captured in real-time.</p>
<p>We will be uploading some sample files to aid the tutorial in the next few days&#8230;</p>
<blockquote></blockquote>
<p>The post <a href="https://www.digitalurban.org/blog/2007/07/02/oblivion-elder-scrolls-iv-import-movie/">Oblivion Elder Scrolls IV Import Movie</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
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			</item>
		<item>
		<title>Tutorial &#8211; Importing SketchUp/3D Max into the Oblivion Engine for Architectual Visualisation Part 2</title>
		<link>https://www.digitalurban.org/blog/2007/06/29/tutorial-importing-sketchup3d-max-into/</link>
					<comments>https://www.digitalurban.org/blog/2007/06/29/tutorial-importing-sketchup3d-max-into/#comments</comments>
		
		<dc:creator><![CDATA[Andy]]></dc:creator>
		<pubDate>Fri, 29 Jun 2007 10:42:00 +0000</pubDate>
				<category><![CDATA[3D Max]]></category>
		<category><![CDATA[Elder Scrolls]]></category>
		<category><![CDATA[Oblivion]]></category>
		<category><![CDATA[Tutorial]]></category>
		<guid isPermaLink="false">http://digitalurban.net/?p=2043</guid>

					<description><![CDATA[<p>Welcome to the second part of the tutorial aimed at providing a step by step guide to importing models into the Oblivion Engine. Part 1 detailed the setting up of...</p>
<p>The post <a href="https://www.digitalurban.org/blog/2007/06/29/tutorial-importing-sketchup3d-max-into/">Tutorial &#8211; Importing SketchUp/3D Max into the Oblivion Engine for Architectual Visualisation Part 2</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Welcome to the second part of the tutorial aimed at providing a step by step guide to importing models into the Oblivion Engine. <a href="http://digitalurban.blogspot.com/2007/05/tutorial-1-importing-sketchup3d-max.html">Part 1</a> detailed the setting up of your first environment, leaving you with an empty flat plain of land on which to import models as we illustrate in the YouTube movie below:</p>
<p><center><object height="350" width="425"><param name="movie" value="http://www.youtube.com/v/qM_X6nonenw"><embed src="http://www.youtube.com/v/qM_X6nonenw" type="application/x-shockwave-flash" height="350" width="425"></embed></object></center></p>
<p>There are a number of newly emerging paths into Oblivion &#8211; most notably via the free version of <a href="http://www.sketchup.com/">Google SketchUp</a> and Blender, we will be covering these over the coming weeks. This tutorial is aimed at exporting from SketchUp Pro to 3D Max and finally into Oblivion although any import method into 3D Max will work.</p>
<p>For this tutorial you will require:</p>
<p>1) SketchUp Pro  &#8211; A fully functional 8 hour version can be <a href="http://www.sketchup.com/?id=76">downloaded from here</a>.</p>
<p>2) 3D Studio Max &#8211; A 30 Day fully functional trial can be <a href="http://usa.autodesk.com/adsk/servlet/index?siteID=123112&#038;id=5972446">downloaded here</a>.</p>
<p>3) Nif Tools Exporter for 3DMax &#8211; Blender and Maya are also <a href="http://niftools.sourceforge.net/wiki/NifTools">available from here</a>.</p>
<p>4) Convim &#8211; A image conversion package to convert files to the .dds format allowing you to import textures. Download via the <a href="http://www.mnwright.btinternet.co.uk/programs/convim.htm">Convim site</a>.</p>
<p>5) A 3D Max script to change image settings &#8211; Part of the BlurScripts pack which can be <a href="http://www.neilblevins.com/blurscripts/bspack_r6_r7_v001.zip">downloaded here</a> (zip file).</p>
<p>In our case we will be converting our model of the Quad at University College London to Oblivion  &#8211; this is used as an example due to it high number of textures allowing us to detail how to process complex models:</p>
<p><a href="http://1.bp.blogspot.com/_ADwvfqkxChw/RoTvCm3ACTI/AAAAAAAAAbg/TUvVG3ba3Zc/s1600-h/Capture.JPG"><img decoding="async" style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://1.bp.blogspot.com/_ADwvfqkxChw/RoTvCm3ACTI/AAAAAAAAAbg/TUvVG3ba3Zc/s400/Capture.JPG" alt="" id="BLOGGER_PHOTO_ID_5081449107650775346" border="0" /></a><span style="font-weight: bold;">Step 1</span></p>
<p>Open or create your model in SketchUp and export to the .3DS format. Ensure that the model is exported as a single object with generate cameras unticked.</p>
<p><span style="font-weight: bold;">Step 2</span><br /><span style="font-weight: bold;"><br /></span>Download the Nif Tools Exporter for 3DMax and extract the two files  &#8211; NifPlugins.dlu to the 3D Max Plugins directory and MaxNifTools.ini to the Max Plugcfg directory.</p>
<p><span style="font-weight: bold;">Step 3</span><br /><span style="font-weight: bold;"><br /></span>Download the Blur Scripts file and extract the folder &#8216;BlurScripts&#8217; into your Max Scripts directory.</p>
<p><span style="font-weight: bold;">Step 4</span></p>
<p>Import your model into 3D Max choosing to &#8216;Completely replace current scene&#8217;. You should see your model within 3D Max:</p>
<p><a href="http://3.bp.blogspot.com/_ADwvfqkxChw/RoUA623ACUI/AAAAAAAAAbo/0YOodA8VJU0/s1600-h/max.jpg"><img decoding="async" style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://3.bp.blogspot.com/_ADwvfqkxChw/RoUA623ACUI/AAAAAAAAAbo/0YOodA8VJU0/s400/max.jpg" alt="" id="BLOGGER_PHOTO_ID_5081468765716089154" border="0" /></a><br /><span style="font-weight: bold;">Step 5</p>
<p></span>Make sure your model is grouped into a single mesh. If not group your object and then right click &#8216;Convert to Editable Mesh&#8217;.</p>
<p><span style="font-weight: bold;">Step 6</span></p>
<p>We need to find and replace all the texture file names within 3D Max to the .dds extension (the format that imports into Oblivion). Click &#8216;MaxScript&#8217;/&#8217;RunScript&#8217; from the top tool bar. Navigate to the BlurScripts folder and select &#8216;ChangeBitmaps&#8217;.</p>
<p><a href="http://2.bp.blogspot.com/_ADwvfqkxChw/RoUcvm3ACYI/AAAAAAAAAcI/bZx_r5D3ldk/s1600-h/bitmaps.jpg"><img decoding="async" style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://2.bp.blogspot.com/_ADwvfqkxChw/RoUcvm3ACYI/AAAAAAAAAcI/bZx_r5D3ldk/s320/bitmaps.jpg" alt="" id="BLOGGER_PHOTO_ID_5081499358768138626" border="0" /></a><br />In our case we want to change .jpg to .dds for the files we will create later using Convim. Type .jpg and .dds into the relevant dialogue boxes as pictured above and click &#8216;Change Bitmaps&#8217;.</p>
<p><span style="font-weight: bold;">Step 7</span><br /><span style="font-weight: bold;"><br /></span>Export the file in Nif format &#8211; Click &#8216;FileExport&#8217;, select File Type Netimmerse.Gamebryo .kf .nif. Navigate to your Oblivion folder and then onwards to datameshes. Type in your model name, in our case UCLQuad.Nif and click &#8216;Save&#8217;. An export box will appear as pictured below:</p>
<p><a href="http://niftools.sourceforge.net/w/images/8/8e/3ds_Max_Tutorials_ExporterSetttings_Ob_NoAnim.jpg"><img decoding="async" style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px;" src="http://niftools.sourceforge.net/w/images/8/8e/3ds_Max_Tutorials_ExporterSetttings_Ob_NoAnim.jpg" alt="" border="0" /></a><br />Select the options as pictured and click &#8216;Export&#8217;. You model is now saved in the .nif file format ready for import into Oblivion.</p>
<p><span style="font-weight: bold;">Step 8</p>
<p></span>Before we import into Oblivion we need to convert the texture files to .dds format. Open Convim and select your model texture location on the left using &#8216;All&#8217;. The file conversion should be set to DDS DXT1 Texture with the folder path to OblivionDataTextures as pictured below:</p>
<p><a href="http://3.bp.blogspot.com/_ADwvfqkxChw/RoUMJ23ACWI/AAAAAAAAAb4/hJTZgM_wLe0/s1600-h/convim.jpg"><img decoding="async" style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://3.bp.blogspot.com/_ADwvfqkxChw/RoUMJ23ACWI/AAAAAAAAAb4/hJTZgM_wLe0/s320/convim.jpg" alt="" id="BLOGGER_PHOTO_ID_5081481118042032482" border="0" /></a>Click &#8216;Convert&#8217; &#8211; you now have the model and the textures in the correct format ready to import.</p>
<p><span style="font-weight: bold;">Step 9</p>
<p></span>Open the Elderscrolls Scrolls Construction Set and select &#8216;FileData&#8217;. We will be using the files created in Part One of this tutorial &#8211; in our case we created DigitalUrban.esp. Firstly double click Oblivion.esm and DigitalUrban.esp (or your file name) a cross will appear next to the files. With your file name highlighted click &#8216;Set as Active File&#8217; this ensures that your world loads correctly into the construction set. Click &#8216;OK&#8217; and your world will load.</p>
<p><span style="font-weight: bold;">Step 10</span><br /><span style="font-weight: bold;"><br /></span>All we now need to do is simply open our World Space and import a new object. In Cell View scroll down until you find your worlds file name &#8211; Select it (again in our case Digital Urban) and double click in Cell1 where we will see the tree we placed in the first part of the tutorial. Double click the tree and then click the &#8216;Lightbulb&#8217; icon in the top tool bar to ensure you can see it.</p>
<p>You screen should now look as illustrated below:</p>
<p><a href="http://1.bp.blogspot.com/_ADwvfqkxChw/RoUPLW3ACXI/AAAAAAAAAcA/_D9_5lgBPYM/s1600-h/Oblivion1.jpg"><img decoding="async" style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://1.bp.blogspot.com/_ADwvfqkxChw/RoUPLW3ACXI/AAAAAAAAAcA/_D9_5lgBPYM/s400/Oblivion1.jpg" alt="" id="BLOGGER_PHOTO_ID_5081484442346719602" border="0" /></a><br />In the Object Window &#8211; on the left &#8211; select &#8216;Static&#8217; and right click on any object name in the list, Select &#8216;New&#8217; and type in a ID into the option box,<br />
in our case UCLQuad. Click &#8216;Add Nif File&#8217; and choose your model saved out of 3DMax. Click Ok.</p>
<p>The model is now ready to be added to the scene.</p>
<p><span style="font-weight: bold;">Step 11</p>
<p></span>Scroll down the list until you find your newly created ID file  &#8211; click and drag it into the render window next to your tree. You model will now appear fully texture mapped into the editor:</p>
<p><a href="http://2.bp.blogspot.com/_ADwvfqkxChw/RoUdpm3ACZI/AAAAAAAAAcQ/Lp2C5SZgmn8/s1600-h/Oblivion2.jpg"><img decoding="async" style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://2.bp.blogspot.com/_ADwvfqkxChw/RoUdpm3ACZI/AAAAAAAAAcQ/Lp2C5SZgmn8/s400/Oblivion2.jpg" alt="" id="BLOGGER_PHOTO_ID_5081500355200551314" border="0" /></a>Finally &#8211; Click &#8216;Save&#8217;.</p>
<p><span style="font-weight: bold;">Step 12</span></p>
<p>Launch Oblivion &#8211; you are now ready to view your world. Select &#8216;Data Files&#8217; from the Oblivion start screen. A menu will appear allowing you to load your new world. Select &#8216;Oblivion.esm&#8217; and &#8216;YourWorldName.esp&#8217; &#8211; ours is DigitalUrban.esp. Click &#8216;OK&#8217; and Play&#8217; from the main menu.</p>
<p><a href="http://4.bp.blogspot.com/_ADwvfqkxChw/RlVp8FXQftI/AAAAAAAAAWo/pqfpEUIsZW4/s1600-h/Capture8.JPG"><img decoding="async" style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://4.bp.blogspot.com/_ADwvfqkxChw/RlVp8FXQftI/AAAAAAAAAWo/pqfpEUIsZW4/s320/Capture8.JPG" alt="" id="BLOGGER_PHOTO_ID_5068073436628156114" border="0" /></a></p>
<p>The YouTube Movie below demonstrates our final world created by following the above steps:</p>
<p><center><object height="350" width="425"><param name="movie" value="http://www.youtube.com/v/HhzuvuqyE0E"><embed src="http://www.youtube.com/v/HhzuvuqyE0E" type="application/x-shockwave-flash" height="350" width="425"></embed></object></center></p>
<p>Note that when the world first loads the graphics are flicking and the sky is displaying errors.</p>
<p>This is easily fixed by:</p>
<p><span style="font-weight: bold;">Step 13</span></p>
<p>Press the key next to 1 on most keyboards labelled &#8216;¬&#8217; or &#8216;~&#8217; this allows console commands to be entered. Type &#8216;TS&#8217; and then &#8216;Press Enter&#8217; now repeat and you will see that the sky is now correctly turned on. There are a number of commands you can use in this mode to turn functions such as Flying, God Mode and Weather Effects on and off, see <a href="http://uk.gamespot.com/pc/rpg/theelderscrollsivoblivion/hints.html">GameSpots guide</a> for a full list.</p>
<p><span style="font-weight: bold;">Step 14</span></p>
<p>Press &#8216;T&#8217; to allow you to advance in time &#8211; towards daylight, select 10 hours.</p>
<p>Your world is now complete and navigable within the Oblivion Engine. Use W/S to move forwards and backwards, A/D to move left and right. Press &#8216;R&#8217; for a third person viewpoint.</p>
<p>We hope that the path from the first movie in the tutorial towards the image of the Quad in SketchUp and finally the movie of the Quad in Oblivion makes the point of how powerful game engines can be for visualisation&#8230;</p>
<p><span style="font-weight: bold;"></span></p>
<p>The post <a href="https://www.digitalurban.org/blog/2007/06/29/tutorial-importing-sketchup3d-max-into/">Tutorial &#8211; Importing SketchUp/3D Max into the Oblivion Engine for Architectual Visualisation Part 2</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
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		<item>
		<title>Tutorial &#8211; Importing SketchUp/3D Max into the Oblivion Engine for Architectual Visualisation Part 2</title>
		<link>https://www.digitalurban.org/blog/2007/06/29/tutorial-importing-sketchup3d-max-into/</link>
					<comments>https://www.digitalurban.org/blog/2007/06/29/tutorial-importing-sketchup3d-max-into/#comments</comments>
		
		<dc:creator><![CDATA[Andy]]></dc:creator>
		<pubDate>Fri, 29 Jun 2007 10:42:00 +0000</pubDate>
				<category><![CDATA[3D Max]]></category>
		<category><![CDATA[Elder Scrolls]]></category>
		<category><![CDATA[Oblivion]]></category>
		<category><![CDATA[Tutorial]]></category>
		<guid isPermaLink="false">http://digitalurban.net/?p=2043</guid>

					<description><![CDATA[<p>Welcome to the second part of the tutorial aimed at providing a step by step guide to importing models into the Oblivion Engine. Part 1 detailed the setting up of...</p>
<p>The post <a href="https://www.digitalurban.org/blog/2007/06/29/tutorial-importing-sketchup3d-max-into/">Tutorial &#8211; Importing SketchUp/3D Max into the Oblivion Engine for Architectual Visualisation Part 2</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Welcome to the second part of the tutorial aimed at providing a step by step guide to importing models into the Oblivion Engine. <a href="http://digitalurban.blogspot.com/2007/05/tutorial-1-importing-sketchup3d-max.html">Part 1</a> detailed the setting up of your first environment, leaving you with an empty flat plain of land on which to import models as we illustrate in the YouTube movie below:</p>
<p><center><object height="350" width="425"><param name="movie" value="http://www.youtube.com/v/qM_X6nonenw"><embed src="http://www.youtube.com/v/qM_X6nonenw" type="application/x-shockwave-flash" height="350" width="425"></embed></object></center></p>
<p>There are a number of newly emerging paths into Oblivion &#8211; most notably via the free version of <a href="http://www.sketchup.com/">Google SketchUp</a> and Blender, we will be covering these over the coming weeks. This tutorial is aimed at exporting from SketchUp Pro to 3D Max and finally into Oblivion although any import method into 3D Max will work.</p>
<p>For this tutorial you will require:</p>
<p>1) SketchUp Pro  &#8211; A fully functional 8 hour version can be <a href="http://www.sketchup.com/?id=76">downloaded from here</a>.</p>
<p>2) 3D Studio Max &#8211; A 30 Day fully functional trial can be <a href="http://usa.autodesk.com/adsk/servlet/index?siteID=123112&#038;id=5972446">downloaded here</a>.</p>
<p>3) Nif Tools Exporter for 3DMax &#8211; Blender and Maya are also <a href="http://niftools.sourceforge.net/wiki/NifTools">available from here</a>.</p>
<p>4) Convim &#8211; A image conversion package to convert files to the .dds format allowing you to import textures. Download via the <a href="http://www.mnwright.btinternet.co.uk/programs/convim.htm">Convim site</a>.</p>
<p>5) A 3D Max script to change image settings &#8211; Part of the BlurScripts pack which can be <a href="http://www.neilblevins.com/blurscripts/bspack_r6_r7_v001.zip">downloaded here</a> (zip file).</p>
<p>In our case we will be converting our model of the Quad at University College London to Oblivion  &#8211; this is used as an example due to it high number of textures allowing us to detail how to process complex models:</p>
<p><a href="http://1.bp.blogspot.com/_ADwvfqkxChw/RoTvCm3ACTI/AAAAAAAAAbg/TUvVG3ba3Zc/s1600-h/Capture.JPG"><img decoding="async" style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://1.bp.blogspot.com/_ADwvfqkxChw/RoTvCm3ACTI/AAAAAAAAAbg/TUvVG3ba3Zc/s400/Capture.JPG" alt="" id="BLOGGER_PHOTO_ID_5081449107650775346" border="0" /></a><span style="font-weight: bold;">Step 1</span></p>
<p>Open or create your model in SketchUp and export to the .3DS format. Ensure that the model is exported as a single object with generate cameras unticked.</p>
<p><span style="font-weight: bold;">Step 2</span><br /><span style="font-weight: bold;"><br /></span>Download the Nif Tools Exporter for 3DMax and extract the two files  &#8211; NifPlugins.dlu to the 3D Max Plugins directory and MaxNifTools.ini to the Max Plugcfg directory.</p>
<p><span style="font-weight: bold;">Step 3</span><br /><span style="font-weight: bold;"><br /></span>Download the Blur Scripts file and extract the folder &#8216;BlurScripts&#8217; into your Max Scripts directory.</p>
<p><span style="font-weight: bold;">Step 4</span></p>
<p>Import your model into 3D Max choosing to &#8216;Completely replace current scene&#8217;. You should see your model within 3D Max:</p>
<p><a href="http://3.bp.blogspot.com/_ADwvfqkxChw/RoUA623ACUI/AAAAAAAAAbo/0YOodA8VJU0/s1600-h/max.jpg"><img decoding="async" style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://3.bp.blogspot.com/_ADwvfqkxChw/RoUA623ACUI/AAAAAAAAAbo/0YOodA8VJU0/s400/max.jpg" alt="" id="BLOGGER_PHOTO_ID_5081468765716089154" border="0" /></a><br /><span style="font-weight: bold;">Step 5</p>
<p></span>Make sure your model is grouped into a single mesh. If not group your object and then right click &#8216;Convert to Editable Mesh&#8217;.</p>
<p><span style="font-weight: bold;">Step 6</span></p>
<p>We need to find and replace all the texture file names within 3D Max to the .dds extension (the format that imports into Oblivion). Click &#8216;MaxScript&#8217;/&#8217;RunScript&#8217; from the top tool bar. Navigate to the BlurScripts folder and select &#8216;ChangeBitmaps&#8217;.</p>
<p><a href="http://2.bp.blogspot.com/_ADwvfqkxChw/RoUcvm3ACYI/AAAAAAAAAcI/bZx_r5D3ldk/s1600-h/bitmaps.jpg"><img decoding="async" style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://2.bp.blogspot.com/_ADwvfqkxChw/RoUcvm3ACYI/AAAAAAAAAcI/bZx_r5D3ldk/s320/bitmaps.jpg" alt="" id="BLOGGER_PHOTO_ID_5081499358768138626" border="0" /></a><br />In our case we want to change .jpg to .dds for the files we will create later using Convim. Type .jpg and .dds into the relevant dialogue boxes as pictured above and click &#8216;Change Bitmaps&#8217;.</p>
<p><span style="font-weight: bold;">Step 7</span><br /><span style="font-weight: bold;"><br /></span>Export the file in Nif format &#8211; Click &#8216;FileExport&#8217;, select File Type Netimmerse.Gamebryo .kf .nif. Navigate to your Oblivion folder and then onwards to datameshes. Type in your model name, in our case UCLQuad.Nif and click &#8216;Save&#8217;. An export box will appear as pictured below:</p>
<p><a href="http://niftools.sourceforge.net/w/images/8/8e/3ds_Max_Tutorials_ExporterSetttings_Ob_NoAnim.jpg"><img decoding="async" style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px;" src="http://niftools.sourceforge.net/w/images/8/8e/3ds_Max_Tutorials_ExporterSetttings_Ob_NoAnim.jpg" alt="" border="0" /></a><br />Select the options as pictured and click &#8216;Export&#8217;. You model is now saved in the .nif file format ready for import into Oblivion.</p>
<p><span style="font-weight: bold;">Step 8</p>
<p></span>Before we import into Oblivion we need to convert the texture files to .dds format. Open Convim and select your model texture location on the left using &#8216;All&#8217;. The file conversion should be set to DDS DXT1 Texture with the folder path to OblivionDataTextures as pictured below:</p>
<p><a href="http://3.bp.blogspot.com/_ADwvfqkxChw/RoUMJ23ACWI/AAAAAAAAAb4/hJTZgM_wLe0/s1600-h/convim.jpg"><img decoding="async" style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://3.bp.blogspot.com/_ADwvfqkxChw/RoUMJ23ACWI/AAAAAAAAAb4/hJTZgM_wLe0/s320/convim.jpg" alt="" id="BLOGGER_PHOTO_ID_5081481118042032482" border="0" /></a>Click &#8216;Convert&#8217; &#8211; you now have the model and the textures in the correct format ready to import.</p>
<p><span style="font-weight: bold;">Step 9</p>
<p></span>Open the Elderscrolls Scrolls Construction Set and select &#8216;FileData&#8217;. We will be using the files created in Part One of this tutorial &#8211; in our case we created DigitalUrban.esp. Firstly double click Oblivion.esm and DigitalUrban.esp (or your file name) a cross will appear next to the files. With your file name highlighted click &#8216;Set as Active File&#8217; this ensures that your world loads correctly into the construction set. Click &#8216;OK&#8217; and your world will load.</p>
<p><span style="font-weight: bold;">Step 10</span><br /><span style="font-weight: bold;"><br /></span>All we now need to do is simply open our World Space and import a new object. In Cell View scroll down until you find your worlds file name &#8211; Select it (again in our case Digital Urban) and double click in Cell1 where we will see the tree we placed in the first part of the tutorial. Double click the tree and then click the &#8216;Lightbulb&#8217; icon in the top tool bar to ensure you can see it.</p>
<p>You screen should now look as illustrated below:</p>
<p><a href="http://1.bp.blogspot.com/_ADwvfqkxChw/RoUPLW3ACXI/AAAAAAAAAcA/_D9_5lgBPYM/s1600-h/Oblivion1.jpg"><img decoding="async" style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://1.bp.blogspot.com/_ADwvfqkxChw/RoUPLW3ACXI/AAAAAAAAAcA/_D9_5lgBPYM/s400/Oblivion1.jpg" alt="" id="BLOGGER_PHOTO_ID_5081484442346719602" border="0" /></a><br />In the Object Window &#8211; on the left &#8211; select &#8216;Static&#8217; and right click on any object name in the list, Select &#8216;New&#8217; and type in a ID into the option box,<br />
in our case UCLQuad. Click &#8216;Add Nif File&#8217; and choose your model saved out of 3DMax. Click Ok.</p>
<p>The model is now ready to be added to the scene.</p>
<p><span style="font-weight: bold;">Step 11</p>
<p></span>Scroll down the list until you find your newly created ID file  &#8211; click and drag it into the render window next to your tree. You model will now appear fully texture mapped into the editor:</p>
<p><a href="http://2.bp.blogspot.com/_ADwvfqkxChw/RoUdpm3ACZI/AAAAAAAAAcQ/Lp2C5SZgmn8/s1600-h/Oblivion2.jpg"><img decoding="async" style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://2.bp.blogspot.com/_ADwvfqkxChw/RoUdpm3ACZI/AAAAAAAAAcQ/Lp2C5SZgmn8/s400/Oblivion2.jpg" alt="" id="BLOGGER_PHOTO_ID_5081500355200551314" border="0" /></a>Finally &#8211; Click &#8216;Save&#8217;.</p>
<p><span style="font-weight: bold;">Step 12</span></p>
<p>Launch Oblivion &#8211; you are now ready to view your world. Select &#8216;Data Files&#8217; from the Oblivion start screen. A menu will appear allowing you to load your new world. Select &#8216;Oblivion.esm&#8217; and &#8216;YourWorldName.esp&#8217; &#8211; ours is DigitalUrban.esp. Click &#8216;OK&#8217; and Play&#8217; from the main menu.</p>
<p><a href="http://4.bp.blogspot.com/_ADwvfqkxChw/RlVp8FXQftI/AAAAAAAAAWo/pqfpEUIsZW4/s1600-h/Capture8.JPG"><img decoding="async" style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://4.bp.blogspot.com/_ADwvfqkxChw/RlVp8FXQftI/AAAAAAAAAWo/pqfpEUIsZW4/s320/Capture8.JPG" alt="" id="BLOGGER_PHOTO_ID_5068073436628156114" border="0" /></a></p>
<p>The YouTube Movie below demonstrates our final world created by following the above steps:</p>
<p><center><object height="350" width="425"><param name="movie" value="http://www.youtube.com/v/HhzuvuqyE0E"><embed src="http://www.youtube.com/v/HhzuvuqyE0E" type="application/x-shockwave-flash" height="350" width="425"></embed></object></center></p>
<p>Note that when the world first loads the graphics are flicking and the sky is displaying errors.</p>
<p>This is easily fixed by:</p>
<p><span style="font-weight: bold;">Step 13</span></p>
<p>Press the key next to 1 on most keyboards labelled &#8216;¬&#8217; or &#8216;~&#8217; this allows console commands to be entered. Type &#8216;TS&#8217; and then &#8216;Press Enter&#8217; now repeat and you will see that the sky is now correctly turned on. There are a number of commands you can use in this mode to turn functions such as Flying, God Mode and Weather Effects on and off, see <a href="http://uk.gamespot.com/pc/rpg/theelderscrollsivoblivion/hints.html">GameSpots guide</a> for a full list.</p>
<p><span style="font-weight: bold;">Step 14</span></p>
<p>Press &#8216;T&#8217; to allow you to advance in time &#8211; towards daylight, select 10 hours.</p>
<p>Your world is now complete and navigable within the Oblivion Engine. Use W/S to move forwards and backwards, A/D to move left and right. Press &#8216;R&#8217; for a third person viewpoint.</p>
<p>We hope that the path from the first movie in the tutorial towards the image of the Quad in SketchUp and finally the movie of the Quad in Oblivion makes the point of how powerful game engines can be for visualisation&#8230;</p>
<p><span style="font-weight: bold;"></span></p>
<p>The post <a href="https://www.digitalurban.org/blog/2007/06/29/tutorial-importing-sketchup3d-max-into/">Tutorial &#8211; Importing SketchUp/3D Max into the Oblivion Engine for Architectual Visualisation Part 2</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
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		<item>
		<title>Export From Free Google SketchUp into 3DMax and Oblivion &#8211; Update Movie</title>
		<link>https://www.digitalurban.org/blog/2007/06/28/export-from-free-google-sketchup-to-2/</link>
		
		<dc:creator><![CDATA[Andy]]></dc:creator>
		<pubDate>Thu, 28 Jun 2007 14:09:00 +0000</pubDate>
				<category><![CDATA[3D Max]]></category>
		<category><![CDATA[3D Modelling]]></category>
		<category><![CDATA[Oblivion]]></category>
		<category><![CDATA[SketchUp]]></category>
		<guid isPermaLink="false">http://digitalurban.net/?p=2046</guid>

					<description><![CDATA[<p>While writing the second part of the tutorial on Oblivion a reader known as Uwe posted a comment with regards the a plugin for the free version of Google SketchUp...</p>
<p>The post <a href="https://www.digitalurban.org/blog/2007/06/28/export-from-free-google-sketchup-to-2/">Export From Free Google SketchUp into 3DMax and Oblivion &#8211; Update Movie</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>While writing the second part of the tutorial on Oblivion a reader known as Uwe posted a comment with regards the a plugin for the free version of <a href="http://www.sketchup.com">Google SketchUp</a> which allows model export to the .stl format.</p>
<p>The main drawback of the free version is its inability to export models until now &#8211; if you install the <a href="http://www.ltplus-bau.de/download.htm#sketchup">LTS Plugin</a> it suddenly frees up the ability to export models direct from SketchUp.</p>
<p>As such we thought we would give it a try importing a model from the Google 3D Warehouse into Oblivion, the movie below details the steps:</p>
<p><center><object width="425" height="350"><param name="movie" value="http://www.youtube.com/v/TlV3z7_7UFQ"></param><embed src="http://www.youtube.com/v/TlV3z7_7UFQ" type="application/x-shockwave-flash" width="425" height="350"></embed></object></center></p>
<p>As you can see we are able to take geometry direct from the 3D Warehouse and import it into Oblivion via 3D Max and The Elder Scrolls Construction Set although at the moment the textures get lost along the way.</p>
<p>Our main tutorial will be online later tomorrow (all things going well) with an update on this new method as soon as a full export path is determined.</p>
<p>Thanks again to Uwe  &#8211; as we run through the notes on the second tutorial for the write up tomorrow its interesting to note how this opens up a completely free path from various software packages to Oblivion.</p>
<p>The post <a href="https://www.digitalurban.org/blog/2007/06/28/export-from-free-google-sketchup-to-2/">Export From Free Google SketchUp into 3DMax and Oblivion &#8211; Update Movie</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
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			</item>
		<item>
		<title>Export From Free Google SketchUp into 3DMax and Oblivion &#8211; Update Movie</title>
		<link>https://www.digitalurban.org/blog/2007/06/28/export-from-free-google-sketchup-to/</link>
		
		<dc:creator><![CDATA[Andy]]></dc:creator>
		<pubDate>Thu, 28 Jun 2007 14:09:00 +0000</pubDate>
				<category><![CDATA[3D Max]]></category>
		<category><![CDATA[3D Modelling]]></category>
		<category><![CDATA[Oblivion]]></category>
		<category><![CDATA[SketchUp]]></category>
		<guid isPermaLink="false">http://digitalurban.net/?p=2046</guid>

					<description><![CDATA[<p>While writing the second part of the tutorial on Oblivion a reader known as Uwe posted a comment with regards the a plugin for the free version of Google SketchUp...</p>
<p>The post <a href="https://www.digitalurban.org/blog/2007/06/28/export-from-free-google-sketchup-to/">Export From Free Google SketchUp into 3DMax and Oblivion &#8211; Update Movie</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>While writing the second part of the tutorial on Oblivion a reader known as Uwe posted a comment with regards the a plugin for the free version of <a href="http://www.sketchup.com">Google SketchUp</a> which allows model export to the .stl format.</p>
<p>The main drawback of the free version is its inability to export models until now &#8211; if you install the <a href="http://www.ltplus-bau.de/download.htm#sketchup">LTS Plugin</a> it suddenly frees up the ability to export models direct from SketchUp.</p>
<p>As such we thought we would give it a try importing a model from the Google 3D Warehouse into Oblivion, the movie below details the steps:</p>
<p><center><object width="425" height="350"><param name="movie" value="http://www.youtube.com/v/TlV3z7_7UFQ"></param><embed src="http://www.youtube.com/v/TlV3z7_7UFQ" type="application/x-shockwave-flash" width="425" height="350"></embed></object></center></p>
<p>As you can see we are able to take geometry direct from the 3D Warehouse and import it into Oblivion via 3D Max and The Elder Scrolls Construction Set although at the moment the textures get lost along the way.</p>
<p>Our main tutorial will be online later tomorrow (all things going well) with an update on this new method as soon as a full export path is determined.</p>
<p>Thanks again to Uwe  &#8211; as we run through the notes on the second tutorial for the write up tomorrow its interesting to note how this opens up a completely free path from various software packages to Oblivion.</p>
<p>The post <a href="https://www.digitalurban.org/blog/2007/06/28/export-from-free-google-sketchup-to/">Export From Free Google SketchUp into 3DMax and Oblivion &#8211; Update Movie</a> appeared first on <a href="https://www.digitalurban.org">Digital Urban</a>.</p>
]]></content:encoded>
					
		
		
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