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    Artisan Plugin (SDS2).....Cave

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    • michaliszissiouM Offline
      michaliszissiou
      last edited by

      Nice last one oli. πŸ‘
      A tip for box modeling:
      Instead of using pushpull and remove inner faces rb, I found more helpful to use [F] command and move tool.

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      • olisheaO Offline
        olishea
        last edited by

        thanks michalis, yes you are right.

        here is another scene I'm working on, kinda like the kunsthaus, graz. http://www.google.co.uk/images?hl=en&xhr=t&q=kunsthaus+graz&cp=11&um=1&ie=UTF-8&source=og&sa=N&tab=wi&biw=1934&bih=1102

        http://i654.photobucket.com/albums/uu269/olishea/geo_retreat_inter.jpg

        http://i654.photobucket.com/albums/uu269/olishea/geo_retreat_inter2.jpg

        oli

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        • michaliszissiouM Offline
          michaliszissiou
          last edited by

          I'm a little confused, this grid doesn't seem to follow geometry-topology. How is this possible?

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          • olisheaO Offline
            olishea
            last edited by

            i intersected the geometry with a grid after subdivision....its just a WIP to get some framing in there, its not supposed to follow the topology

            oli

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            • david_hD Offline
              david_h
              last edited by

              I don't have a lot of call in my daily workflow to design caves or sea monsters.. . .but this is gonna be so cool!

              Oli. .. Now yer just showin' off! πŸ’š

              If I make it look easy...It is probably easy

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              • PixeroP Offline
                Pixero
                last edited by

                You mentioned "textured in SU" in your first post. Is there any texturing/UV tools in it?
                Also is it possible to revert back to the unsubsmoothed version for further editing?

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                • olisheaO Offline
                  olishea
                  last edited by

                  No UVs exactly. It was a really good seamless texture, its dirty concrete so its hard to tell if the alignment isn't correct. Any places where it was a bit distorted I used the paint brush tool in artisan. I have the material if anyone wants it, also the thea .mat file.

                  If you were gonna do this properly, would slice the columns and the top and bottoms (using knife tool)....then cylindrically map the texture onto them. The walls and floor could just be textured seamlessly, no UVs.

                  Pixero, you are given a preview of the subdivision so you don't actually have to execute the command. I just click space bar and it returns to the proxy. The preview will let you change the amount of iterations also....but once you have executed the subdivision/smoothing then you would have to 'undo' to get back to proxy.

                  oli

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                  • soloS Offline
                    solo
                    last edited by

                    Pixero, when you select to subdivide you get a preview and an option to contine (hit enter)

                    See images, first the basic proxy:

                    cav1.jpg

                    Then here is the 'Preview' of how it will look with 3 iriterations:

                    cav2.jpg

                    And then finally how it looks after subdivision:

                    the cave.jpg

                    http://www.solos-art.com

                    If you see a toilet in your dreams do not use it.

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                    • KrisidiousK Offline
                      Krisidious
                      last edited by

                      that is so awesome.

                      By: Kristoff Rand
                      Home DesignerUnique House Plans

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                      • olisheaO Offline
                        olishea
                        last edited by

                        it should be noted that artisan works on remote parts of a mesh and doesn't have to affect all of it.

                        with subdivide and smooth 1 you could not select part of a mesh and subdivide it without affecting the whole surface.

                        great if you want to smooth just a portion of a mesh, see screenshot.


                        examples.jpg

                        oli

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                        • michaliszissiouM Offline
                          michaliszissiou
                          last edited by

                          @unknownuser said:

                          it should be noted that artisan works on remote parts of a mesh and doesn't have to affect all of it.

                          πŸ‘
                          Exactly,
                          BTW to smooth the whole thing you must have a better computer than the one you have now. 🀣

                          @solo
                          Better to avoid smoothing on stretched faces like the ones you used on your fast version of cave. You wont be able to texture this stretched result decently.

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                          • KrisidiousK Offline
                            Krisidious
                            last edited by

                            for how far into the future can I expect to keep seeing plugins like this? when will SU ever reach it's Pinnacle? this is very exciting stuff. I don't even do very much organic modeling and it excites me... I can't imagine what the organic modeling people are thinking.

                            By: Kristoff Rand
                            Home DesignerUnique House Plans

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                            • Z Offline
                              zikanglim
                              last edited by

                              @olishea said:

                              thanks man hehe, i'm making a tutorial for this scene...from modeling to rendering to photoshop touch-up. It could literally be made in minutes, although it took me hours of fannying around. πŸ˜†

                              Hey do you think I can get the tutorial video website from you? Would love to learn modeling the caves. Please πŸ˜„

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                              • olisheaO Offline
                                olishea
                                last edited by

                                I never actually got round to making a full tutorial for this scene. Work kinda got in the way. It really is not difficult; the texture works because it's relatively seamless in both directions.

                                Repeating what I wrote earlier, the image should really help explain it:

                                @unknownuser said:

                                a view from above. look how clean the mesh is around the column caps, its completely homogenous, no intersecting or anything....thats a typical proxy to the right. Deleting internal faces helps create a clean result. (remove inner faces.rb). this is an early version of the model before I sculpted the floor, notice how it was flat.....you can paint contours into it. πŸ˜„ i removed the walls for clarity....they were made using the free hand tool, push pull and then artisan, about 5 minutes each.

                                http://i654.photobucket.com/albums/uu269/olishea/Picture59.png

                                oli

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                                • J Offline
                                  jpalm32
                                  last edited by

                                  Very interesting work Oli.
                                  How large is it with the walls?

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                                  • olisheaO Offline
                                    olishea
                                    last edited by

                                    Thanks jpalm, I wish I had more time to keep making models like this.

                                    It wasn't very large at all, most of the file size came from the texture. It was very fluid and easy to navigate.

                                    I forgot to mention I used sketchup's native "from contours" tool (sandbox) to link up the tops and bottoms of the "columns"...this was then subdivided a few times.

                                    The morning Thea render had no direct light; only physical sky was used to give a general glow. I love Thea's physical sky. For the afternoon shots I used direct sunlight and physical sky combined. For the misty afternoon shot I added the volumetric fog in photoshop, bit of a cheat really but I never got my head round volumetric materials especially as my dual core computer was rendering them soooooo slooooooow! πŸ˜†

                                    41MB in total
                                    477,526 edges
                                    314,374 faces

                                    If anyone wants me to upload this model for playing/rendering let me know and I'll make a download link. πŸ˜„

                                    oli

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