3d modeling program
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Hi,
I remember Gaius mentioning someplace that most of the cars in 3DW were done in some other modeling programs and imported into SU for uploading to 3DW. For a project I'm working on, I need to model a bunch of irregular objects that have rounded edges (rocks). I've been trying everything I can think of in SU to model these objects; so far just frustration!
Does anybody know of a simple 3D Modeling program (preferably free or cheap) that exports to SU that I could use to build these objects?
Thanks for help,
Tom -
Do you have an example of what you require?
I am sure SU can do it, I will attempt a few if you can show me what you require.
Other wise MOI may be what you require.
http://moi3d.com/ -
Maybe have a look at Wings3D. It is a free polygon modeler that should model rocks just fine.
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this is definitely possible in sketchup, especailly now we have subsmooth and FFD
pav
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Glenn beat me to it. Wings3D is free and exports to 3DS for import into SketchUp. The Smooth function increases polygon count and turns everything into a blob.
You could also use free toy modeler Smooth Teddy to make odd rock-like things, save the file as VRML, and use a piece of shareware to convert it to something that SketchUp imports.
http://www-ui.is.s.u-tokyo.ac.jp/~takeo/java/smoothteddy/index.html
I did a major project requiring many odd boulder-like shapes this way. I used Rhino (which is not free) to translate the files, but there are plenty of sharewares available. A bunch are listed here on the Kerkythea site:
http://www.kerkythea.net/joomla/index.php?option=com_weblinks&catid=39&Itemid=23
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Solo,
Here's an example of one of the stones. Obviously I have to have views of all sides of these to see the model. I've tried to do it with the sandbox tools and with Push/Pull-Scale tools. Maybe it needs more practice. Thanks for your help.
Others,
I'll followup on these leads and let you know.
Agaion, thanks a lot,
Tom
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James,
I followed that thread and got some good ideas. The problem I have is that I'm not trying to make any good looking rocks but specific ones so I have to madel the 3d shape AND the real texture on the correct sides.
I guess I needn't be coy: I'm doing a model of Stonehenge as it is today. Most of the models in 3DW are idealized ones of what it looked like 5000 years ago when all the stones were similar. In the interim, they've weathered and eroded individually.
Tom
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Tom,
I'm probably the only one on the whole forum besides yourself who has modeled megaliths.
http://www.sketchucation.com/forums/scf/viewtopic.php?f=179&t=6311&st=0&sk=t&sd=a
The article links are dead, but here's a Picasa gallery with the renderings.
http://picasaweb.google.com/LewisWadsworth/PavilionForOblivion?authkey=DMWxr8ayGWE
The stones were made with that Smooth Teddy program. I thought it simulated the megaliths fairly well, in that it proved impossible to actually make too correct a slice through a solid. However, the Stonehenge megaliths by this point have been photographed from every angle and at all levels of detail. You might want precision when you model them.
--Lewis
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What a good project to take on Tom. I would like to see it when finished.
I think solo's suggestion and example would work really well for you.
The image above that Pete has posted shows just how good Subdivide and Smooth is. -
@Pete - did you also texture that rock in SU (Photomatch) or in Vue..??
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Frederick, i textured in SU using projected surfaces (i projected on 3 axis)
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Solo,
do you mean that you split the model into 3 pieces and each have a different projection or is there a way to have multiple projections somehow apply to the same group?
I've been curious about the best way to apply textures to rounded/irregularly-shaped objects for a while and I'd be curious to see your approach. I apologize if this should have been addressed in a different thread.
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This might well not be how pete did it, but its probably how id go aobut it.
Turn on hidden lines (view->hidden geometry) roughly select the overalyl face you want to apply the texture to. Then sample the relevant projected texture and apply it to the piece. Because youve pre-selected the geometry it should apply the texture to all the faces.
Repeat for the different aspects of your object.
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It's very dificult to explain with just words, I really need to get around to a video tutorial some time soon.
There are many ways to apply textures from scaling correctly to the many ways of using the projection method.
Mapping a sphere is by far the most difficult thing to do in SU, if not just outright impossible (for now until the good folk at Google come up with a fix in the next version hopefully)
Another aspect of texturing that is often overlooked is the texture image itself, for straight forward texturing a standard image will suffice but for large faces and irregular shapes you may need to tweak your textures in an editing app like photoshop.Alan Fraser has also got some pretty cool tricks and techniques, I am sure if he reads this he will be able to give some better clarity.
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OK, I've now got the Subdevide-Smooth tools. It will take me a little while to learn the moves, but this is real progress.
Once I get closer to a final model for Stonehenge, I'll start a new thread to let you know how it's going. Thanks to you all for your help.
Solo, Isn't it the middle of the night in Dallas?
Tom
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