Wip-A-Dee-Doo-Dah
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Falling from this truck ?
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Is the edge wear via cavity/convexity map or something modo is able to handle via it's own shaders?
It's a spot result. Very very convincing.
Welcome home
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@rich o brien said:
Is the edge wear via cavity/convexity map or something modo is able to handle via it's own shaders?
It's all procedurals, save for the scratches. You can just pile stuff on top of other stuff, like you do in Photoshop. Pretty neat. Flexible, too.
I am terribly ejoying building shaders in Modo. You can mask ... masks! I must confess I had a wee nerdgasm when I discovered that. Yes, I realise that's sad.
@rich o brien said:
Welcome home
Thanks! Gingers unite!
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@rich o brien said:
Welcome home
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muddy marvelous.
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The SketchUp base model is finished. On to the next stage: exporting to Modo, refining the geometry, sculpting, uv mapping, texturing etc.) Some SU images, a quick Presto render, and some concrete shader tests.
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By Gourmelin
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Thanks for posting. Nice to see the breakdown. Concrete looks good!
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Pilou:
pbacot: Thanks. The conrete was fun to do. I've not done a lot of shader building up til now, but I'm definitely enjoying it. As I am sculpting. Oh, the possibilities.
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First try at a wood shader for the window frames. Not perfect by any means, but it'll get there. Some day.
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Made everything subd-ds. Look mom, no ngons!
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UVs done. I hate UVing. And I suck at it.
And a render for fun.
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this is in Modo? What's your export method from SU?
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Yes, that's Modo.
I export as obj. Prior to exporting, I dice everything up into quads. Everything comes into Modo as one mesh layer. Groups, components -poofff, all gone. To make things a bit easier, I apply colors to everything in SU, as Modo lets you select stuff by its material. Hope that makes sense.Edit: continuing ...
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grimy concrete texture looking good
@stinkie said:
Yes, that's Modo.
I export as obj. Prior to exporting, I dice everything up into quads. Everything comes into Modo as one mesh layer. Groups, components -poofff, all gone. To make things a bit easier, I apply colors to everything in SU, as Modo lets you select stuff by its material. Hope that makes sense.Yes, I use .obj for importing to Blender, the native SU2105 obj exporter has been working great for me. Before I had been using TIG's obj exporter, but the SU one actually brings in the creasing as well. I was just curious what others used. I know some people use Collada, but for some reason it never worked that great for Blender import. Haven't tried it lately though. Now that I think about it, it was probably because it brought in every single group and component as a new instance (also why I don't use 3ds). The Blender outliner got very crowded. There may have also been some scale and mirroring issues, but that may not be a problem currently.
With Blender I have the option to import the obj as a single mesh, or individual meshes (afaik, the meshes are grouped by material in the obj file - yes Groups & Components are collapsed -, at least that's how it comes in to Blender.) Single mesh is just easier to work with in the model, and yes, selecting by material is quite handy.
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@andybot said:
The Blender outliner got very crowded. There may have also been some scale and mirroring issues, but that may not be a problem currently.
Same thing in Modo. Everything got rotated; the Item List got really messy. Shame really. It'd be nice to have the same scene hierarchy as in SU, and to be able to import components as instances. Have you tried BlendUp, by any chance? Looks promising, but all I got, was an empty .blend file. Granted -I've only tried it once.
@andybot said:
grimy concrete texture looking good
That's just temporary. Well, in retrospect it is. It's not good enough. For online viewing, possibly -but not for printing. Texturing this thing will prove challenging, I think. Lots of tweaking and painting to do.
And the modeling isn't even done yet! By the time I'm done with this, everyone else will be churning out interactive holograms that feel and smell just like the real thing.
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@stinkie said:
By the time I'm done with this, everyone else will be churning out interactive holograms that feel and smell just like the real thing.
Hence the Wip a dee doo dah
@stinkie said:
Same thing in Modo. Everything got rotated; the Item List got really messy. Shame really. It'd be nice to have the same scene hierarchy as in SU, and to be able to import components as instances. Have you tried BlendUp, by any chance? Looks promising, but all I got, was an empty .blend file. Granted -I've only tried it once.
No, haven't tried BlendUp. Obj import works just fine for what I need. I have a blank template scene with all the vray settings already in place, so I'm not sure it would add anything additional for my workflow. Might be worth testing when I have some down time tho.
Since I know my SU models will come in organized by material, I keep that method of organization in mind as I prepare my SU model. The biggest thing I find is that I end up with too many materials.
When I have my model in Blender, I'll duplicate the single mesh that I've imported to a few copies with only specific materials. For example, one will be the glass mesh. In the original mesh, I'll select all the glass, make the copy. Then in one, I delete the inverse, and the other delete just the glass.
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