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    Modelling curbs for rendering... texturing? Geometry?

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    • A Offline
      AcesHigh
      last edited by

      These are very nice Roland.

      But I see your curbs are very "edgy" and "continuous". Which is how I also did them (I could avoid the "edgy" part by using the bevel tool, but not the "continuous", because that needs either modelling individual curb pieces OR texturing the curb, which becomes difficult if it´s irregular, with curves, slopes, etc (but I am learning to use the ThruPaint tool)

      But for your style it fits very well, also for very big scenes. I wanted a more photo-realistic result for scenes that may show it closer up.

      I am specially impressed with the Docks images.

      That part which is a mixture of grass and dirt, both in the middle and also behind and under the houses... is that Google Earth terrain (and you photoshopped to remove the original trees and shadows) or is it a texture you create from scratch at Photoshop?

      edit: more than that! The dirt somehow also goes over the asphalt! Awesome.

      http://www.ibuildmodels.com/images/docks7_water_fin.jpg

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      • R Offline
        roland joseph
        last edited by

        @unknownuser said:

        more than that! The dirt somehow also goes over the asphalt! Awesome.

        I start with the google image. I clean it all up as you suggest but then I enlarge it to anywhere from 8000pixels sq. to 15000 sq. pixels so that I can paint-in the detail which includes dirt, grass, curbs, sidewalks...etc. Often I just saturate or accentuate the features that are alrerady there. Grass is never uniform so I add a few different shades or I simple saturate the various shades provided by Google. I then import the image into my engine cause it can handle images at that size. I might also cut out a section covered by the image and ad mesh and a separate image or paint...i.e.curbs sidewalks, shoulders...etc to get extreme detail. You can achieve a very realistic curb, sidewalk result with Round-Corner. The examples I provided are not that good. I am looking for a photo-real example but most are recent and covered by non-disclosure so I cannot show them here. I will continue to look. I have in the neighbourhood of 7400 finished renderings so it is a bit tedious.

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        • R Offline
          roland joseph
          last edited by

          By the way, you should be cutting the curbs/sidewalks/shoulders and medians right into the terrain with tools on surface and then pop them out to height with "joint pushpull" or "normal pushpull".

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          • R Offline
            roland joseph
            last edited by

            I did find a few near photo real.

            http://ibuildmodels.com/images/shot810.jpg

            http://ibuildmodels.com/images/shot414.jpg

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            • R Offline
              roland joseph
              last edited by

              I did find a few near photo real.

              http://ibuildmodels.com/images/shot810.jpg

              http://ibuildmodels.com/images/shot414.jpg

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              • andybotA Offline
                andybot
                last edited by

                @pbacot said:

                I've used a texture with the divisions. Thrupaint did mapping OK. Don't know why it wouldn't work, given the geometry is easy to make regular with quads.

                +1 for Thrupaint! If it's quads, you can also use Qaudface Tools to map the UV coords.

                http://charlottesvillearchitecturalrendering.com/

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                • pbacotP Offline
                  pbacot
                  last edited by

                  Nice work, Roland!

                  MacOSX MojaveSketchUp Pro v19 Twilight v2 Thea v3 PowerCADD

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                  • R Offline
                    roland joseph
                    last edited by

                    Thanks pbacot!

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                    • FrederikF Offline
                      Frederik
                      last edited by

                      Thanks a lot for the info, Roland!
                      I really enjoy watching your style...! 👍

                      Cheers
                      Kim Frederik

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                      • R Offline
                        roland joseph
                        last edited by

                        Thanks Fredrick I appreciate your comment!

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                        • A Offline
                          AcesHigh
                          last edited by

                          @roland joseph said:

                          @unknownuser said:

                          more than that! The dirt somehow also goes over the asphalt! Awesome.

                          I start with the google image. I clean it all up as you suggest but then I enlarge it to anywhere from 8000pixels sq. to 15000 sq. pixels so that I can paint-in the detail which includes dirt, grass, curbs, sidewalks...etc. Often I just saturate or accentuate the features that are alrerady there. Grass is never uniform so I add a few different shades or I simple saturate the various shades provided by Google. I then import the image into my engine cause it can handle images at that size. I might also cut out a section covered by the image and ad mesh and a separate image or paint...

                          thanks, very interesting. However, I wonder if I could use this method, because unfortunatelly, the areas I usually work with have VERY LOW resolution at GoogleEarth/GoogleMaps.

                          are you able to work with this kind of imagery or is it too low res for your method?
                          https://goo.gl/maps/IUpcF

                          @unknownuser said:

                          i.e.curbs sidewalks, shoulders...etc to get extreme detail. You can achieve a very realistic curb, sidewalk result with Round-Corner.

                          @unknownuser said:

                          By the way, you should be cutting the curbs/sidewalks/shoulders and medians right into the terrain with tools on surface and then pop them out to height with "joint pushpull" or "normal pushpull".

                          which is the method I usually use. As I said, the problem is that the curbs then must be a continuous concrete piece (like in the images you showed). You paint a seamless concrete texture. But there are no division between concrete curb pieces, which is how usually they are done here.

                          it serves well, as you picture shows, but for extra photo realism, the divisions between curb pieces is what I want... and a texture can´t be properly mapped with SketchUV or Thrupaint in a "joint push-pulled terrain"

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                          • pbacotP Offline
                            pbacot
                            last edited by

                            I've used follow me to run the sidewalk curb and gutter around.

                            MacOSX MojaveSketchUp Pro v19 Twilight v2 Thea v3 PowerCADD

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                            • R Offline
                              roland joseph
                              last edited by

                              @unknownuser said:

                              the divisions between curb pieces

                              I don't know what you mean I guess. The curbs that exist now are identical to the curbs you see in my drawing. Maybe if you showed me a picture.

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                              • deaneauD Offline
                                deaneau
                                last edited by

                                @ roland joseph

                                how do you have make your pictures? with photoshop or inside of sketchup.

                                Thank You

                                MADE, BORN AND LIVING IN BERLIN
                                Big Thank You to all Programmers
                                Some German words are so long that they have a perspective. M.Twain

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                                • A Offline
                                  AcesHigh
                                  last edited by

                                  @roland joseph said:

                                  @unknownuser said:

                                  the divisions between curb pieces

                                  I don't know what you mean I guess. The curbs that exist now are identical to the curbs you see in my drawing. Maybe if you showed me a picture.

                                  here, curb pieces... and the divisions between the pieces, which are visible

                                  http://www.bestcurb.ca/bestcurb/Images/good curb.jpg

                                  http://www.itoosoft.com/img/library/railclone/_rc_curb_5.jpg

                                  http://s3.amazonaws.com/rapgenius/curb-your-dependence.jpg

                                  http://www.belmont.gov/Home/ShowImage?id=2905&t=635332435666470000

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                                  • A Offline
                                    AcesHigh
                                    last edited by

                                    in THIS model I was able to run SketchUV to texture the curb. However, for some reason, SketchUV fails me for this task 90% of the times.

                                    http://i.imgur.com/LSi87kv.jpg

                                    http://i.imgur.com/WOsfBiI.jpg

                                    rendered

                                    http://i.imgur.com/hJhu8hf.jpg

                                    I don´t know why SketchUV usually fails on me for Tube Mapping.

                                    I have this curb which to me seems to be made purely of Quads, and still I get an error message!

                                    For the same curb, ThruPaint is ALSO failing me... (edit... and now I solved it... it was not connecting textures correctly between faces because it was a tube... I was able to delete all bottom faces, and then it got it correctly)

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                                    • R Offline
                                      roland joseph
                                      last edited by

                                      OK...that's what I had in mind although in my local area we don't have the breaks. I don't know what the concrete recipe is but they don't need the crack protection which I guess the breaks are for. We have long continues ribbons. Your method is sound and looks good.

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                                      • R Offline
                                        roland joseph
                                        last edited by

                                        @unknownuser said:

                                        are you able to work with this kind of imagery or is it too low res for your method?

                                        This is fine. Once you turn off all the unnecessary masking (roads etc) in Google. First enlarge it, then saturate it, then run a couple of "sharpen" passes. It would be suitable for a very effective near real image at that point. If you can manage an image at about 6-8000 pixels you can get down and paint with a line tool. You don't color over completely. Instead set the opacity down to about 50%. Sample the color of the existing pavement and use it to color over the streets. This creates sharper edges. In the areas where you want extreme detail as in your images you have to create mesh to work with just as you have.
                                        I think the methods you are using are great.

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                                        • A Offline
                                          AcesHigh
                                          last edited by

                                          @roland joseph said:

                                          I think the methods you are using are great.

                                          thanks... maybe I should move forward to asking questions at the SketchUV and Thrupaint threads... I guess my method is good but my problem is how to properly use those plugins then.

                                          ps: just to be sure, the 4 four pics of curbs are PHOTOS I found at Google, not ultra realistic renders by me 😆

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                                          • R Offline
                                            roland joseph
                                            last edited by

                                            @unknownuser said:

                                            maybe I should move forward to asking questions at the SketchUV and Thrupaint threads

                                            Yes, I agree, this is something I will do as well.

                                            ....and no I wasn't fooled by the images. If I thought they were renderings I would be too jealous to talk to you. 😢.... 😉

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