Hi Delancie,
Sorry to be the one to tell you, but the way that Sketchup generates geometry to represent the models you make in it is absolutely horrific.
Your scene will be filled with concave ngons that won’t render properly in other 3d engines (door frames are a classic for this).
There is no uniformity whatsoever in the direction that the polygons face, so half of them randomly will be facing inwards instead of outwards on your models which will look like there just isn’t a polygon there in a game engine. Sketchup doesn’t care about this internally because it just renders its polygons as double sided and seems to have its lighting and shadow system setup with dodgy fixes to work with this but any (most?) other engines will usually render polys with inverted normals as completely black.
And as a final kick in the guts, none of the walls (and other stuff) in a building are actually connected (welded) to each other internally as a continuous mesh in the editable polys that 3ds Max makes when you import them which makes it very difficult to quick fix them with a normal modifier and its unify normals option. And if you try and weld vertices with a very small threshold it causes more problems than it solves.
All of this grievance is very fresh for me as you can tell, I just finished the following flythrough which was based on a sketchup model provided by the architects: - YouTube
The list of issues I had to fix in the model felt endless, I always started by trying various quick fixes in max but in most cases ended up having to just completely remake the broken part in max.
You MAY be able to reduce some of the concave ngon issues by choosing triangulate mesh option in the export options in Sketchup, but my experience with this was that this was also hit and miss.