Hi
@Gabor hrasko
Blender no longer supports .3ds in newer versions. I would use .dae or .obj. The important part is you need to set your units to decimal meters in Sketchup before you export. It needs to match the units used in Blender (Meters by default). You can change that under
Window > Model Info > Units Tab.
Then you can export by either format. OBJ will likely just need to be rotated 90*. Here are my DAE export settings:
Usually hierarchies and groupings don't transfer that well from Sketchup to Blender. Expect some parts to find their way into another group or get buried a few empties deep. So, I would expect to organize everything again in Blender.
When going from Sketchup to Blender, I find that it's easier to do everything material related in Blender. Don't worry about mapping in Sketchup. After you import, delete all of the materials and create new as you need them.
I highly recommend manually unwrapping your object by selecting and setting unwrap seams. Smart unwrap can work in a pinch, but it usually produces pretty messy unwraps. It's always better if you do it manually. It gives you more control and ends up a lot cleaner.
Before you unwrap, always make sure you apply all transforms with Ctrl-A! If not, you may get some UV stretching on unwrap.
AO does stand for Ambient Occlusion. It's not 100% necessary as MSFS does automatically generate some on the fly. Including an AO texture does help it to stand out a lot better. However, you need to remember that some PBR textures have their own AO map, so when you are creating your textures in Substance or Armor paint, some AO will be written for details in the actual texture as well.