Pull up a stool, slam dancing render masters...
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Durante
I think Tig's Manifold ruby makes objects "watertight" it's here http://forums.sketchucation.com/viewtopic.php?p=218691#p218691
There was another one I was looking at recently for a CNC milling I need to get done, I'll see if I can find it.
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The other one I was looking at is called Cadspan. But it exports in STL (stereolithograpy) for 3D printers, and if my memory serves me well, which it seldom does, I don't think Maya imports STL format. Sorry
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DH,
For rendering purposes, there is nothing "wrong" with the meshes coming out of Sketchup. Exporting as .3ds will allow you to weld the verticies upon export if desired. All of the "big dog" modelers will allow you to weld after importing. Welding is really only important to a mesh congruent when applying some type of subdivision process to it, could be smoothing or shading, could be bending, could be using displacement in a renderer. These all rely on subdividing a mesh and without the verts being welded, you will have "tearing". Other than that, Maya, Max and most other "top gun" modelers all rely on quad faces in their algorithmic processing of geometry manipulation and subdividing. Sketchup is not a quad modeler, it's a polygon (face) modeler, and so models generated in SU are "Not Good" when using them as a starting point for further modeling and manipulation in true "quad" programs. They are not good as starting points for Sculpting programs (Zbrush, Mudbox) either. BUT, for rendering purposes, your models are just fine. If you would like to prove that to your Kinko's friend, I would suggest posting one of your stellar, intergalactic, robo porn, mind melting models here so that the community could have a go at rendering them in various programs outside of sketchup. You could then take all of the glossy, shimmering, life like renders to your brown bottle friend and tell him to behold the awesomeness achieved without using any plugins to "fix" anything at all.
I forgot to mention that "preparing the model for mapping" is truly where SU is "Not Good". This is better suited for an external application that will define UVW (material space) coordinates for different meshes. This allows for image (bitmap) texturing around turns and curves without any stretching or distortion of the image used.
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@earthmover said:
DH,
I would suggest posting one of your stellar, intergalactic, robo porn, mind melting models here so that the community could have a go at rendering them in various programs outside of sketchup.That's a hell of an idea!!
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Indeed! I think the story here is that Durant encounters one of the many "Doubting Thomas" purist of the 3D community, of which I'd say the vast majority view Sketchup as a kid's cereal box toy with no real credibility or usefulness in a "studio" setting. Although it's becoming more widely accepted in the past year or two, I think the old stigma is still very present in 3D world. When that happens, it's always nice to show what can be done with SU when it's in the right hands.....after all, as we all know, it's not hammer and saw that is responsible for the craftsmanship of a project, it's the person who stands behind them.
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@earthmover said:
Welding is really only important to a mesh congruent when applying some type of subdivision process to it, could be smoothing or shading, could be bending, could be using displacement in a renderer. These all rely on subdividing a mesh and without the verts being welded, you will have "tearing". Other than that, Maya, Max and most other "top gun" modelers all rely on quad faces in their algorithmic processing of geometry manipulation and subdividing. Sketchup is not a quad modeler, it's a polygon (face) modeler, and so models generated in SU are "Not Good" when using them as a starting point for further modeling and manipulation in true "quad" programs. They are not good as starting points for Sculpting programs (Zbrush, Mudbox) either.
Very well said.
And it's why I've given up trying to bring geometry from SketchUp into modo. -
Brothers and Sisters, Masters and Wizards,
Bring it.
Many Jack action blasting bottles of "what a group."
Will post a file in the short.
Have a drinking engagement with Sir. Kink.
Will keep the Informed informed.
Durant "fishing zipper" Hapke
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If you use SU pro, export as .obj. Import it to blender for example and remove doubles (if there is any). finished. This model is just for rendering. Please don't try zbrush because a terrible topology is waiting for you. But there is 3d coat (voxels). It will automatically convert all this terrible topology to voxels and you can sculpt. So there are some solutions. Exporting as .3ds its not the best BTW.
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Brothers and Sisters,
Bring it and what?
So, the Kinko's connection continues to be a confusion feast of blubber.
Models breaking and splintering all over the joint, Jack bird can't slam dance to that action.
I've brought a test model bit of this sketchup action in the manner I most construct while smoking.
If one of my long time brethren would be into "checking the kinks" -- fire would ejaculate from my deepest glands.
As I've not posted said models on this joint before, I'm thinking I just did a small job in my digital pants bucket.
I was, or would be flipping such into a double sided action, but thought it would prove to be smaller to have a half berry.
What about that mad Jack bird mad eye candy crack helicopter action or that crazy Asian water front town -- how the Jack were those digital clumps rendered out like?
I'm loosing mental ground.
Durant "finger in my ear" Hapke
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Well Durant, downloaded and ran your model through Kerkythea. I did a quick clay test just to see, (attached and fuzzy, only rendered it for about a minute),then I put on some materials, and re rendered with a HDR Probe. I only let it cook for a little over an hour using a Metropolis Light Transport preset, so there is still lots of noise, but I think in a studio setting with the right lighting you could have a lot of fun.
I did have problems exporting to Kerkythea, and had to take it in as a clay model, and then change the materials, but my old laptop has been grumpy lately, so that could be it. I'll do some mor on it tomorrow.
Cheers
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man, i never thought this was poetry night
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Well Durant. You, you need to learn another app, "bring it". So here, imported to blender UV mapped and a simple texture, in two min, nothing special as you see.
I have to say this. SU spoils artists like durant, sorry I had to say this, face it, this IS NOT A GOOD TOPOLOGY, this is wrong. See topology picture, now don't expect to go to zbrush for example with this, absolutely impossible.
So, Durant, ... bring it.What I mean is that SU lets you place a circle on face and extrude it (push-pull). These cylinders here had to be individual objects. Much easier for texturing, for re-topology etc...
Before starting the 'attack' before been offensive, please try to UV map this model.
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Maybe I am missing something here, and it may be more to do with what Durant has in mind to achieve in his final pieces, but since there are many renderers that will take the SketchUp model in and render it, and do an excellent job, why fight to take them into the ones that won't.
I have a home music recording studio. I have both digital and analogue equipment, some very high end. What I find is that, when I just want to get an idea down I stay away from the high end digital stuff, and go to a simple 4 track system. I can then simply be creative, and the process doesn't get in the way of the creativity. This is an analogy to the way SketchUp can be used effectively. What Durant is doing only requires evolution because he wants his work to evolve, his work stands on its own now, but the last thing it is about is software.
So please someone explain to me what advantage these other renderers would have to Durant. -
I reread the original thread and must say all the 'creative' writing has me lost as to what exactly he wants to achieve, maybe Durant can explain in simple sentences and we may be able to help better?
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"why fight to take them into the ones that won't"
Now please, try to understand. Just UV map this model. Because I did. I use so many apps... great apps like blender, zbrush, 3d-coat, modo. You mean that SU its not good for these apps. Or LightWave, or Maya, or what? YOU HAVE to have topology in mind when modeling, even if you are a great artist like Durant, my favorite in this forum BTW.
BTW I play double base professionally, I work on a studio (mastering), I like analogue sound and equipment a lot and all these have nothing to do with SU or 3d. -
If Durant wants a water tight model then here is a .stl (with certificate of trust) and .fbx (for the hard core Max user)
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"maybe Durant can explain in simple sentences and we may be able to help better?"
Yes pete, because if Durant has animation in mind (for example), he is completely lost.Still waiting someone to show a UV mapped model.
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Never mind, modelhead, the problem with textures will be there.
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