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    • D Offline
      Double Espresso
      last edited by

      I've heard a lot from Architects but I would really like to hear from others who use Sketchup.
      I'm a Production Designer in Film and Television. I've been using Sketchup since before it was Googlized, but only for what I would describe as 'noodling'. That is, roughing out set configuration, camera angles etc. Rendering is painfully slow and most Set Designers who work for me consider it to be nothing more than 3D lego. Interested in hearing opinions.
      Cheers.

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      • L Offline
        linea
        last edited by

        @unknownuser said:

        Architects need not reply

        I suggest you read "How to win friends and influence people". Only joking.

        There are set designers here though, I'm trying to remember the details of a really impressive post a while ago, I think it was on this forum. It was from a set designer on the tv series One Tree Hill. I've searched for it but can't find it.

        @unknownuser said:

        Rendering is painfully slow

        What rendering software are you using, or do you mean viewing a fully textured model in SU with shadows?
        I'm not much of a renderer but somebody here will help.

        edit: Found the One Tree Hill designers homepage:

        http://homepage.mac.com/alanhook/OneTree_2.html

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        • R Offline
          remus
          last edited by

          It would be ambitious to call myself an industrial designer (being a mere student), but i use SU for product renders and working out tricky construction details. Its really good mainly because its so damm quick.

          http://remusrendering.wordpress.com/

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          • M Offline
            mateo soletic
            last edited by

            @unknownuser said:

            I'm trying to remember the details of a really impressive post a while ago, I think it was on this forum. It was from a set designer on the tv series One Tree Hill. I've searched for it but can't find it.

            Linea,
            Its good that you mention it because I was thinking about the same thing. The post that you refer
            to was from the former Last forum and you are right it was Alan Hook of One Tree Hill production
            the exact link you posted. He was a member there and he posted some great images from his project at that time . I have searched for that thread but with no success . Its somewhere down there
            probably but I just cant find it.
            What I did find were some images from that thread on my external hard disk and I hope he wont mind that I repost them again here.


            View2_Concept.jpg


            OneTree_DansBeach_0007A.jpg


            View3_Concept.jpg


            OneTree_DansBeach_0006A.jpg

            [Concept Illustrations](http://concept-illustrations.com/)

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            • Alan FraserA Offline
              Alan Fraser
              last edited by

              I make content for production/set designers....and architects. 😉

              It's interesting to note that many of the guys at Marvel Comics (and DC) use SU too. Hardly surprising when you think of all the extreme perspectives they need to do.
              There are some good links to stuff like that on Justin's blog.
              http://www.giantmonster.tv/giant/?p=222

              3D Figures
              Were you required to walk 500 miles? Were you advised to walk 500 more?
              You could be entitled to compensation. Call the Pro Claimers now!

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              • D Offline
                Double Espresso
                last edited by

                @linea said:

                @unknownuser said:

                Architects need not reply

                I suggest you read "How to win friends and influence people". Only joking.

                edit: Found the One Tree Hill designers homepage:

                http://homepage.mac.com/alanhook/OneTree_2.html

                You guys are sure prickly...

                This is exactly what I do and it works great for a rendered jpg. that has been enhanced in PhotoShop. However, it gets a little painful if I am touring a 3D model for a director. Alan also hands it off to a Set Designer who then works in Autocad or Vectorworks and then depending on how extravagant the requirements are may take it into 3ds Max or Maya.
                My point is that there is a stage quite early in the process where Sketchup goes back in the box, not that it a poor tool. I see a lot of examples from the architectural world and am interested in how other 'designers' utilize it.

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                • D Offline
                  Double Espresso
                  last edited by

                  @alan fraser said:

                  I make content for production/set designers....and architects. 😉

                  What do you mean by this? Are you referring to Formfonts?

                  It's interesting to note that many of the guys at Marvel Comics (and DC) use SU too. Hardly surprising when you think of all the extreme perspectives they need to do.
                  There are some good links to stuff like that on Justin's blog.
                  http://www.giantmonster.tv/giant/?p=222

                  I have done this sort of thing when working out 'flyovers and nesting' for set extension and other CGI.

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                  • D Offline
                    Double Espresso
                    last edited by

                    @mateo soletic said:

                    @unknownuser said:

                    I'm trying to remember the details of a really impressive post a while ago, I think it was on this forum. It was from a set designer on the tv series One Tree Hill. I've searched for it but can't find it.

                    Thanks Mateo, again this is what I use it for.

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                    • D Offline
                      Double Espresso
                      last edited by

                      Here's a quick example of a New York brownstone street concept where a facade is built and New York will be added as a set extension.
                      I also manipulated the 3d model to work out basic camera angles with the director.
                      Sketchup/Podium about three hours work.

                      NewYorkstreet#1.jpgNewYorkstreet#2.jpg

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                      • L Offline
                        linea
                        last edited by

                        @unknownuser said:

                        linea wrote:
                        Architects need not reply

                        I suggest you read "How to win friends and influence people". Only joking.

                        edit: Found the One Tree Hill designers homepage:

                        http://homepage.mac.com/alanhook/OneTree_2.html

                        You guys are sure prickly...

                        This is exactly what I do and it works great for a rendered jpg. that has been enhanced in PhotoShop. However, it gets a little painful if I am touring a 3D model for a director. Alan also hands it off to a Set Designer who then works in Autocad or Vectorworks and then depending on how extravagant the requirements are may take it into 3ds Max or Maya.
                        My point is that there is a stage quite early in the process where Sketchup goes back in the box, not that it a poor tool. I see a lot of examples from the architectural world and am interested in how other 'designers' utilize it

                        Hi Double

                        I really was joking, I just meant that there are alot of architects here and designers that work in related fields. But everybody is helpful here and I think we all learn alot from each others workflow, it isn't necessary dependant on the profession.

                        I know what you mean though, navigating an SU model live with a client can be less than slick. Its worthwhile setting up scene tabs that you can just click on rather than navigate and orbit the model.

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                        • D Offline
                          Double Espresso
                          last edited by

                          @linea said:

                          @unknownuser said:

                          linea wrote:

                          I really was joking, I just meant that there are alot of architects here and designers that work in related fields. But everybody is helpful here and I think we all learn alot from each others workflow, it isn't necessary dependant on the profession.

                          I know what you mean though, navigating an SU model live with a client can be less than slick. Its worthwhile setting up scene tabs that you can just click on rather than navigate and orbit the model.

                          The architectural guys certainly bring a lot of practical knowledge to the table, however, what I do is quite far outside that box. I hope to hear from more designers who have new twists on playing this game. The comic book references were very cool, for example.

                          cheers,

                          BTW, I see you are from the UK. I'm working with one of your countrymen right now... Director Geoffrey Sax.

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                          • H Offline
                            Hazza
                            last edited by

                            @double espresso said:

                            The architectural guys certainly bring a lot of practical knowledge to the table, however, what I do is quite far outside that box.

                            hmmmmm.... I don't think you are as far outside the box as you think..... you design a set and show it to a director, architects design a building and show it to a client.

                            Maybe you should not exclude advice from architects so quickly. Do you really think that don't want to show clients a 3D walkthrough?

                            High on my wishlist is that someone would take the open source Quake 3 engine and create a free 3D SU walkthrough exporter. It would create a single EXE that clients could walkthrough the model using the AWSD keys and look around using the mouse. The spacebar would toggle to the flying no-clip mode that allowed you to go through walls.

                            See all of my SketchUp models here.

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                            • D Offline
                              Double Espresso
                              last edited by

                              @hazza said:

                              @double espresso said:

                              The architectural guys certainly bring a lot of practical knowledge to the table, however, what I do is quite far outside that box.

                              hmmmmm.... I don't think you are as far outside the box as you think..... you design a set and show it to a director, architects design a building and show it to a client.

                              Maybe you should not exclude advice from architects so quickly. Do you really think that don't want to show clients a 3D walkthrough?

                              High on my wishlist is that someone would take the open source Quake 3 engine and create a free 3D SU walkthrough exporter. It would create a single EXE that clients could walkthrough the model using the AWSD keys and look around using the mouse. The spacebar would toggle to the flying no-clip mode that allowed you to go through walls.

                              Hazza,
                              I have been doing this for more than 20 years, trust me, I know the differences between what I do and what an architect does. And please don't twist my words, I am not dismissing the invaluable input of architects. I thought I made that clear in my previous posts. Perhaps the heading threw you off... it was meant to be facetious. I like architects. I even had lunch with one last week...he stuck me with the bill.

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                              • G Offline
                                gaganraj
                                last edited by

                                i find it to be great at the concept phase, especially if there aren't super fine details to resolve. I use it a lot - but almost never without photoshop post processing in the form of curves adjustment and painting. even if I've rendered in vray - (which is extremely fast and I would recommend.) I find that when working with an art director or production designer and they want to inevitably start making changes to your model, it is easier to resolve in paint. But a lot of people i know use it for quick turn around - commercials etc.

                                once i need to start really resolving form issues, color etc i have much more control in photoshop/painting. I find sketchup to be extremely difficult to create the detail i want. but that is just me.

                                I've seen a lot of great stuff form lightwave/modo/ etc but that is a different learning curve entirely.

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                                • A Offline
                                  andyc
                                  last edited by

                                  Double - some of my stuff might be relevant. SU and Photoshop. Agree with your assessment that SU can only take you so far though, especially at the conceptual design stage. For basic blocking and perspectives though, it's a great tool.

                                  http://farm4.static.flickr.com/3051/2966892424_f4d51c7e32.jpg

                                  http://farm4.static.flickr.com/3147/2805965496_e741a3732b.jpg

                                  http://farm4.static.flickr.com/3213/2746517613_47120fbcb5.jpg

                                  [attachment/img=0]Untitled-2s.jpg[/attachment]

                                  A.


                                  Untitled-2s.jpg

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                                  • L Offline
                                    linea
                                    last edited by

                                    @unknownuser said:

                                    High on my wishlist is that someone would take the open source Quake 3 engine and create a free 3D SU walkthrough exporter. It would create a single EXE that clients could walkthrough the model using the AWSD keys and look around using the mouse. The spacebar would toggle to the flying no-clip mode that allowed you to go through walls.

                                    A while back a friend of mine got SU models (via 3d studio) into Oblivion and Crysis. Apparently Crysis was more hassle than it was worth. I think you have to mess about with sub directories to access the Crysis sandbox and then there are some on screen game windows that were difficult to hide. Together we had a go at importing into Oblivion and it was very simple. It was easy to get an SU model (via 3d studio) in there, nicely rendered (not as good as crysis though)and you can navigate with the cursors. The methods were copied from the links below. The Oblivion examples are great.

                                    http://digitalurban.blogspot.com/search/label/Crysis (scroll down a bit)

                                    Link Preview Image
                                    Digital Urban

                                    favicon

                                    (digitalurban.blogspot.com)

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                                    • D Offline
                                      Double Espresso
                                      last edited by

                                      @andyc said:

                                      Double - some of my stuff might be relevant. SU and Photoshop. Agree with your assessment that SU can only take you so far though, especially at the conceptual design stage. For basic blocking and perspectives though, it's a great tool.

                                      Andy,
                                      Great stuff.Great energy! You are definitely taking SU to that filmic place I was looking for. Lets shoot it!
                                      I agree that Sketchup is perfect for roughing out ideas and it also shaves hours off those foamcore models we did way back when (read five years ago - lol).
                                      DE

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                                      • A Offline
                                        andyc
                                        last edited by

                                        Well I read all the way to the end Greg 😉 .

                                        Really interesting post. Agree with your point about traditional hand-drawn production designs carrying a great deal more information than we can easily communicate with SU. Hard to see how software can bridge this gap.

                                        Some really great images in your post too.

                                        Andy.

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                                        • G Offline
                                          gaganraj
                                          last edited by

                                          @unknownuser said:

                                          I need the power and wickedness of Modo, but with the hard surface modelling simplicity of SU

                                          you hit the nail right on the head there.
                                          great images!

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                                          • D Offline
                                            Double Espresso
                                            last edited by

                                            Greg,
                                            Your points are right on the mark and it's really great to hear from those who work 'on the dark side' and see what they are doing. Great examples! Thanks.
                                            DE

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