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    Aidus WIP.

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    • R Offline
      remus
      last edited by

      @aidus said:

      it is as easy as taking photo ๐Ÿ˜„

      Taking a decent photo isnt that easy though...

      http://remusrendering.wordpress.com/

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      • A Offline
        Aidus
        last edited by

        Remus yes I agree. Never said it is just easy it is "easy as taking photo" ๐Ÿ˜„ It's how You understand that ๐Ÿ˜„

        CPU: Intel Core i7 Extreme Edition 965
        RAM: OCZ Gold DDR3 1600MHz 12Gb
        Video: Asus Radeon HD4870 X2 2Gb
        Mobo: Asus P6T Deluxe 1366 Intel X58

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        • R Offline
          remus
          last edited by

          I see what your saying ๐Ÿ‘

          http://remusrendering.wordpress.com/

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          • ibonI Offline
            ibon
            last edited by

            Really amazing, Aidus. It's very impressing the amount of highpoly vegetation. How did you set-up maxwell instances? and how did you import Onyx trees? i've tried thousand of times but i only get untextured models when i import onyx trees inside sketchup ๐Ÿ˜ž

            Many thanks and sorry for my ignorance

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            • A Offline
              Aidus
              last edited by

              Well as You can see in SU model bushes are simply geometry components with name B1 the same with trees. When exporting to maxwell then I place in model more complex geometry bush with name B1_proxy and delete it (that's really necessary) and in export dialog check Proxy Objects and uncheck Protect. So in maxwell scene all objects are now complex geometry trees with instances.

              Onyx is the difficult part. I just can't tell You what exactly should be done but the main idea is to create as simple as possible and good looking. Try to turn off 2nd and 3rd level branches, create simple geometry leafs. After You have setup the tree then export it to *.3ds format. Then import tree in sketchup and paint it there. Average size of my trees in Mb is 12Mb. Every tree I have in separate file and put them all together only when exporting main model.
              This tree is ~ 25Mb with 120000 faces. Yes it's big but also I can use it from any angle and change leaf material and trunk how I need.
              T3_proxy

              The key is experiment. ๐Ÿ˜„ ๐Ÿ‘

              CPU: Intel Core i7 Extreme Edition 965
              RAM: OCZ Gold DDR3 1600MHz 12Gb
              Video: Asus Radeon HD4870 X2 2Gb
              Mobo: Asus P6T Deluxe 1366 Intel X58

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              • ibonI Offline
                ibon
                last edited by

                Many thanks for your quick response. So, you have to aply texture to each leaf individually? it seems Soooo long ๐Ÿ˜ฎ But i'll try. Thanks for your help!

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                • A Offline
                  Aidus
                  last edited by

                  No. Just Paint! You can replace that colour later in maxwell with some texture. When You import 3ds file in su - trunk is separated from leafs and that makes paint process very easy ๐Ÿ˜„

                  CPU: Intel Core i7 Extreme Edition 965
                  RAM: OCZ Gold DDR3 1600MHz 12Gb
                  Video: Asus Radeon HD4870 X2 2Gb
                  Mobo: Asus P6T Deluxe 1366 Intel X58

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                  • brodieB Offline
                    brodie
                    last edited by

                    Aidus

                    looking very nice. Sounds like you've got a pretty good workflow going. I think your modeling, the trees, etc. are all really impressive. I think my primary criticism would be that many of your textures seem like they could use some work. They seem to come off a bit too cartoony, if you know what I mean. Mainly I'm talking about the building and fence textures (as well as your road texture). I'm still learning how to tweak textures to improve them. One thing I learned recently (from Richard via these forums) was about that benefits and how-to's of give materials more variety.

                    For example, what I'm doing with my grass now is adding another BSDF layer with a map placed into the Blending Weight section (I use random bump map I found that has various shades from black to white in sort of a weird random pattern). For the BSDF map I'll use either a dirt image or maybe an the same grass image from my main BSDF but darkened or lightened some. What that does is it'll blend in the dirt or various shades of grass into your overall grass texture and add some variety. Helps quite a bit. Same method also works well for large flat surfaces like stucco, asphalt, etc.

                    -Brodie

                    steelblue http://www.steelbluellc.com

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                    • A Offline
                      Aidus
                      last edited by

                      Thanks Brodie for comment!
                      I agree that textures need some more work and light needs improvements too. I can say that this is my first such work with maxwell and I still not understand many things there ๐Ÿ˜„
                      Next time I guess my work will be better ๐Ÿ˜„

                      CPU: Intel Core i7 Extreme Edition 965
                      RAM: OCZ Gold DDR3 1600MHz 12Gb
                      Video: Asus Radeon HD4870 X2 2Gb
                      Mobo: Asus P6T Deluxe 1366 Intel X58

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                      • brodieB Offline
                        brodie
                        last edited by

                        Yeah, that's the way it goes. I probably started a month or two before you so I'm not more than one step ahead at most. I've played a lot with textures though so I feel like I'm starting to get the hand of it. Fortunately we don't do anything real crazy material wise so as I continue my projects I keep refining my primary materials and reuse them - grass, asphalt, glass, stucco, brick, sidewalk, aluminum, concrete, and then there are always a few unique ones depending on the job. Probably my biggest problem right now is that I'm not good at widdling down my materials. I just start with a material from the maxwell website and then sort of tweak them based on a bit of knowledge and a bit of guesswork until they look right. In the end I might have a few settings or a layer that I could delete but at least they're looking better. Maybe after I'm done with my current project and get all the materials right I can send you the ones I've been working on.

                        Problem with learning as you go is that I look back at some of my old renderings (you know, the ancient ones I did like 2 months ago) and cringe! ๐Ÿ˜„

                        -Brodie

                        steelblue http://www.steelbluellc.com

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                        • marked001M Offline
                          marked001
                          last edited by

                          really really nice.... as brodie said, fix up some textures and these would be great... the shingle textures are what's bugging me....the grass and roads kind of fit the image, in my eyes.

                          vegetation is awesome! i really need to try onyx.....and the maxwell proxies...i think i tried it once and couldnt get it to work and never went back..haha... great job

                          http://www.revision21vis.com

                          instagram: revi21on

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