20 Reasons for SketchUp artists to consider Blender
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New video showing you how to accurately create dimensioned drawings and models in Blender using their version of the pencil tool and a background template.
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New Tute-- this one is about taking the lines (edges) created from the blueprint of the last tutorial and converting them magically into walls.
ning:
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Sorry but my impression is that this stage architecturalmodelling in Blender is a refined torture. The more Blender promos I see , the more I appreciate SU existance (with all its bottle necks).
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@rv1974 said:
Sorry but my impression is that this stage architecturalmodelling in Blender is a refined torture. The more Blender promos I see , the more I appreciate SU existance (with all its bottle necks).
I have not shown the Architectural addons for Blender, which make things much simpler. Also, Blender's modifiers can cut through a solid wall, whereas SketchUp can only cut through a surface. This becomes most problematic in SU when trying to insert doors and window components but is a breeze in Blender.
For now I'm focusing on just the basics. I use SketchUp for much more than architectural 3D and so I don't require as much from Blender in terms of architectural prowess. Still, you should look at some of the amazing Architectural addons for Blender. They can do a lot!
Here's a new tutorial on rendering inside of Blender with Cycles, a free non-biased renderer like Thea.
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I thought I'll be the one screaming the king is naked
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@rv1974 said:
Sorry but my impression is that this stage architecturalmodelling in Blender is a refined torture. The more Blender promos I see , the more I appreciate SU existance (with all its bottle necks).
I really have to agree with this statement in regards to architectural modeling. The archimesh tool set video seemed very cumbersome and laborious. Now for general 3d modeling Blender is a GREAT option. Still loving these videos.
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A primary reason for switching from SketchUp to Blender is that SketchUp (in 2018) still cannot do bevels!
Even with Fredo's amazing plugin, it still doesn't work-- and it's not Fredo's fault as he's told me it's about how the engine architecture in SketchUp works. UGH!
Blender does magnificent bevels and the bevel modifier is just fabulous!!! Watch to see!
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HDRI lighting is incredibly easy to do in Blender with the free HDRI Lighting Setup addon. Check it out:
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All about how to use materials in your Blender scene. In many ways, Blender is similar to SketchUp with regard to how it handles materials.
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Thanks for the video tutorials, helpful
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The case for modifiers in SketchUp.
Now that Fredo has teased us with an amazing partial-modifier version of FredoBevel,
--I'd like to make a case for modifiers in SketchUp. I've been using them for awhile in Blender and they allow one to create amazing geometry fast, PLUS they also allow for design decisions to be made and fine-tuned later, which is always good.
In SketchUp terms, a modifier is something that happens at a group or component level. Adding color to a group or component could be seen as a modifier. You can change a groups color at anytime without regard to the changes in the underlying geometry.
Let's take a look at an example:
Consider this corridor
Here is the geometry without all the reflections (and no handrails either, they were added later-- using modifiers of course...one polyline for all the handrails on the bottom and one polyline for all the handrails on the ceiling.)
Now here's the geometry that created the corridor:
1. Opened ended cube
2. Same cube, just a tad larger as a boolean cutter for the wall
3. Overhead polygon for lighting
4. Rectangle polygon for floor
5. Wall and bottomOnly 12 polygons, and 2 polylines for the handrails!
So, how to get to here from there?
These are the modifiers being used:- SOLIDIFY This modifier takes polygons and extrudes them making them thicker or thinner. It was used on ALL of the objects above (other than #2, the Boolean Difference) to give them thickness.
- BEVEL This modifier was used on #1 to create the camfers, then again on #1 to add more fillets to the chamfre corners. It was also used on #5 to create the round interior and exterior. Because it was applied before the Solidify on #5 both the inside and outside were automatically bevelled.
- MIRROR Selective mirroring and grouping was used on virtually all the objects in order to create symmetrical versions of everything.
- ARRAY The Array modifier was also used to create multiple corridors and stack them together end to end (not shown in picture).
The advantage of doing all of this, is I only need to edit the 5 items shown in Green to adjust the sizes, dimensions and design of this corridor.
While this is an extreme example, it does demonstrate the power of modifiers.
It would be great if SU would add a modifier stack and let plugin developers create modifiers for objects.
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Personnal BirthDay's Card designed & handcrafted by Syd M itself that is so chic!
This page is a pleasure for the eyes!
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For those interested in how to model in Blender, I've created some very short tutes on Intagram:
https://www.instagram.com/p/BnnsDb0HODL/?utm_source=ig_web_copy_linkThere's also a copy over on ba Tips and Tricks:
https://blenderartists.org/t/big-little-tips/1126276 -
@pilou said:
Personnal BirthDay's Card designed & handcrafted by Syd M itself that is so chic!
This page is a pleasure for the eyes!
Yes, Syd is a special guy. We've known each other over 40 years now and have worked on a number of projects together. He is such an incredible talent and an even nicer guy in person!
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masterxeon1001 showed me some very interesting ways to create dynamic objects in Blender today and I just had to try it out. Cool beans!
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Excellent posts.
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Quiet lately as I've taken on an interesting plugin project for Blender.
As many of you may know, Blender doesn't really have a component system like SketchUp. That said, Blender's booleans are much more robust and combined with it's modifiers, it can create a pretty solid kitbashing system. In fact, boolean modeling which heretofore has only been seen in NURBS, is possible (with caveats) in Blender.
To that end, I've partnered with some interesting folks and spearheaded a design for a pretty cool kitbashing tool called KIT OPS. KIT OPS could be used to create doors, windows and all sorts of boolean modifier geometry, but right now we're just doing tech INSERTS (KIT OPS INSERTS = SU COMPONENTS).
One particular neat thing about KIT OPS, is it cuts through an entire object. So, if you're inserting a window or door through a wall, it cuts completely through, unlike SketchUp which only cuts through the first surface, requiring you to manually cut the rest. This also results in KIT OPS having a non-destructive workflow, which makes for a tremendous amount of iterative designs.
Anyway, if you're interested, here's a video explaining it. BTW, the renders in the video were done at 15 sec/frame in Blender 2.8 EEVEE at 4K resolution! FWIW, KIT OPS works in 2.79 not 2.8, but once the plugin API is locked down, we'll do the port. This product should be out this week. I'll post here when it's released, just in case anyone is interested.
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