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    Texture mapping?

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    • panixiaP Offline
      panixia
      last edited by

      and also this http://sketchucation.com/forums/viewtopic.php?t=18992
      and this http://sketchucation.com/forums/viewtopic.php?t=44501

      hope this can help

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      • massimoM Offline
        massimo Moderator
        last edited by

        @unknownuser said:

        Any direction from you all would be appreciated.

        How about something like this? Just a quick try.
        Cattura.JPG
        First I have smoothed the edges in each sector then I've used ThruPaint with "natural UV" feature.


        roof.skp

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        • pmolsonP Offline
          pmolson
          last edited by

          Thank you Massimo & Panixia,
          I actualy have fredo tools, and I played with it but I was unsuccessful in my initial try. I need to watch the video tutorial closely and learn.

          Massimo, What you did is definately better, but what I am shooting for is for the shingles to follow the circular form on line with the adjacent pitched roof planes.

          like this
          circular roof example.jpg

          my roof unfortionately is even more complicated in that each indivedual segment of curved roof is at a different pitch...

          I will look at the other links now.

          thanks

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          • panixiaP Offline
            panixia
            last edited by

            you should try to model it using quad-based and evenly subdivided topology as much as possible.. then use tru paint quadmapping this will come handy for this sort of things.. http://sketchucation.com/forums/viewtopic.php?t=39442

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            • Rich O BrienR Offline
              Rich O Brien Moderator
              last edited by

              I'd recommend projection mapping AS AN EFFECTIVE AND QUICK SOLUTION

              Download the free D'oh Book for SketchUp πŸ“–

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              • panixiaP Offline
                panixia
                last edited by

                hope this can help..


                roof.skp

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                • panixiaP Offline
                  panixia
                  last edited by

                  damn.. there are two f*in pink triangles in the backface.. you can fix it manually if you need displacement renders with some render apps..

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                  • Rich O BrienR Offline
                    Rich O Brien Moderator
                    last edited by

                    Click the image to view the default projection mapping in Sketchup applied to your model.

                    [sw:8vrg6s0d]LAfGLSHC030Q6Qx[/sw:8vrg6s0d]

                    Download the free D'oh Book for SketchUp πŸ“–

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                    • pbacotP Offline
                      pbacot
                      last edited by

                      Oh what fun. Abandon paying work--too boring....

                      One of the issues is that the shingles have to be laid in horizontal lifts AFAIK so projected and some other solutions don't seem to work. I separated the areas. I used TP to paint the straight sides in Natural mode, because they have non quad shapes. The lower part of the cone section seems to work in quadmesh mode and gives the flaired shingles (some pieces need fixing). The upper cone part is just triangles and won't work for quadmesh. Perhaps remodeling that with Curviloft will make it work.

                      I know I don't answer your question which is how to learn. I want to learn mo better too....


                      Screen Shot 2014-12-17 at 2.27.34 PM.png

                      MacOSX MojaveSketchUp Pro v19 Twilight v2 Thea v3 PowerCADD

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                      • pbacotP Offline
                        pbacot
                        last edited by

                        Close as I got with making a curviloft face in the center. Making it all quadmesh will probably be the way to get control of the scale. Or the steeper straighter parts may need to be textured separately from the flare.


                        Screen Shot 2014-12-17 at 3.27.13 PM.png

                        MacOSX MojaveSketchUp Pro v19 Twilight v2 Thea v3 PowerCADD

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                        • ntxdaveN Offline
                          ntxdave
                          last edited by

                          @rich o brien said:

                          Click the image to view the default projection mapping in Sketchup applied to your model.

                          Rich I tried using the default projection of the texture but because of the many sections, I did not get it to work like you did. How did you do that?

                          Secondly, when I rotated your model, I noticed a couple of other things. One, you had the texture applied to both sides and two, when I rotated the model, I noticed that I could do a complete vertical rotation. I had not seen that previously on any of the other models with your viewer. I think that is a great step forward. Really getting more excited about where you and your team are going with it. Keep up the good work......

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                          • panixiaP Offline
                            panixia
                            last edited by

                            @pbacot said:

                            Making it all quadmesh will probably be the way to get control of the scale.
                            i'ts exactly what i did quick and dirty in the example model i uploaded you can isolate loops for fine tuning the scaling.. it was just an example.. the main problem whith the original model is topology..

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                            • pbacotP Offline
                              pbacot
                              last edited by

                              @panixia said:

                              @pbacot said:

                              Making it all quadmesh will probably be the way to get control of the scale.
                              i'ts exactly what i did quick and dirty in the example model i uploaded you can isolate loops for fine tuning the scaling.. it was just an example.. the main problem whith the original model is topology..

                              Thanks, I'll take a look at it.

                              MacOSX MojaveSketchUp Pro v19 Twilight v2 Thea v3 PowerCADD

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                              • pmolsonP Offline
                                pmolson
                                last edited by

                                Thanks all for your conversation...I am away from work...physically and emotionally right now, but I will try to digest all this first thing in the morning.

                                p

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                                • panixiaP Offline
                                  panixia
                                  last edited by

                                  @pbacot said:

                                  Thanks, I'll take a look at it.

                                  here is one version with grouped loops to isolate some critical mapping zones..
                                  the tiling may be better if the topology would be rebuilt to roughly match the desired brick pattern..
                                  ideally i suppose for better results (whithout considering to move to anexternal mapping app) you should map a strip of tiles at once..


                                  roof refined.skp

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                                  • pmolsonP Offline
                                    pmolson
                                    last edited by

                                    Ok, I have had a chance to read through all this and I must say.....huh? You guys are over my head. That was to be expected. What I will do is try to recreate what you have done on my own by first defining much of the terminology used and reverse engineer.

                                    Panixia, that last model you uploaded is exactly what I am trying to do. Thank you! I do not know yet how you achieved it, but you have given me a real life example to work with. Would you be so kind as to private message me to let me know if it is ok if I send you a message?

                                    Here is the fixed roof that Panixia did in place on my Model. Pretty convincing I think.

                                    Thanks again to all.

                                    Paul
                                    exterior-circ-roof-in-place.jpg

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                                    • panixiaP Offline
                                      panixia
                                      last edited by

                                      you can message me if you want or ask here.. i'm happy to help when i have some spare time..

                                      however i achieved this by making some basic cuts to your mesh to get some rough quad mesh to start with, then refined the subdivision using quadface tools (triangulating also helps to make the texturing work better) and grouped some regions, again quadface loops helped a lot in selecting the faces. finally textured each group with more convenient method in thru paint.. natural mapping for the main straight parts and quad mapping for the curved slices.. just played a bit to orizontally scale them convincingly so the texture don't stretch too much.. this is pretty basic you can achieve better results than this spending more time in it, but maybe if it's intended for mid/long distance use and you don't need close-up views i think it'ok.. hope this can help!

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                                      • panixiaP Offline
                                        panixia
                                        last edited by

                                        nice house anyway.. you will render it?

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                                        • pbacotP Offline
                                          pbacot
                                          last edited by

                                          That looks really nice now!. I would like to learn more if the discussion continues here. What I could not do (even starting from scratch) is make a roof like that receive quadmesh mapping correctly altogether. I had to use ThruPaint "natural" mode on the sides and quadmesh on the center to get anything like panixia shows. The steep conical section needs to to not only be quad-ready (No more than 4 sides) but be divided horizontally--even though there were no horizontal roof breaks.

                                          MacOSX MojaveSketchUp Pro v19 Twilight v2 Thea v3 PowerCADD

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                                          • ntxdaveN Offline
                                            ntxdave
                                            last edited by

                                            @panixia said:

                                            however i achieved this by making some basic cuts to your mesh to get some rough quad mesh to start with, then refined the subdivision using quadface tools (triangulating also helps to make the texturing work better) and grouped some regions, again quadface loops helped a lot in selecting the faces. finally textured each group with more convenient method in thru paint.. natural mapping for the main straight parts and quad mapping for the curved slices.. just played a bit to orizontally scale them convincingly so the texture don't stretch too much.. this is pretty basic you can achieve better results than this spending more time in it, but maybe if it's intended for mid/long distance use and you don't need close-up views i think it'ok.. hope this can help!

                                            OK - would you mind trying this in English so people like me can understand/learn? As examples:

                                            @panixia said:

                                            i achieved this by making some basic cuts to your mesh to get some rough quad mesh to start with
                                            Since I do not work with meshes, what is a quad mesh?

                                            @panixia said:

                                            then refined the subdivision using quadface tools (triangulating also helps to make the texturing work better)
                                            What is a quadface tool?

                                            @panixia said:

                                            and grouped some regions, again quadface loops helped a lot in selecting the faces.
                                            Is this normal grouping and again what is a quadface tool?

                                            @panixia said:

                                            quad mapping for the curved slices
                                            What do you mean by quad mapping?

                                            As I said, I do not normally work with a mesh and some of this is total Greek to me and I would like to learn.

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