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    Sketchup to modo

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    • X Offline
      xrok1
      last edited by

      yes it does seem detached. try this, lasso select your object then go to vertex tab and choose merge tool. ๐Ÿ˜‰

      โ€œThere are three classes of people: those who see. Those who see when they are shown. Those who do not see.โ€

      http://www.Twilightrender.com try it!

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      • G Offline
        gaganraj
        last edited by

        ahh nice! i'll try that. still learning subdivision modelling, so all these new tools take a while to get a handle on.

        thanks!

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        • StinkieS Offline
          Stinkie
          last edited by

          The importer does indeed triangulate everything. Also, it splits every SU face up into a front and a back face.

          Gaganraj, after importing an .obj, you may experience odd-looking shading on your meshes. To get rid of it, you have to remove the vertex maps your obj's come in with. In item mode, select a mesh > Lists > Other Maps > delete the vertex map.

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          • X Offline
            xrok1
            last edited by

            sorry ๐Ÿ˜ณ , i played around some more and it appears you're right. the double faces thing is a show stopper. i hadn't really tried sud-d with SU imports before. that kinda sucks, hopefully luxology works that issue out!

            โ€œThere are three classes of people: those who see. Those who see when they are shown. Those who do not see.โ€

            http://www.Twilightrender.com try it!

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            • G Offline
              gaganraj
              last edited by

              stinkie: very cool. i've been wondering what that is. thanks.

              xrok1: ya, I just double checked, the obj. method is pretty much the only way to get basic shapes out of SU and into sub-d mode in modo. but it is working pretty well so far....

              working on UVing right now. when i get a better handle on it i'll throw some up pics of what i've learned.

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              • StinkieS Offline
                Stinkie
                last edited by

                Bit of a guess: I suppose you can remove all of the back faces by selecting them by their mat, as they're all assigned a 'default backface material' (or something along those lines. Try this: under 'Statistics', choose 'Polygons', then 'by material', then click in the column on the far left hand side of 'default backface material'. Hit delete.

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                • X Offline
                  xrok1
                  last edited by

                  that does seem to work to an extent, if a person was careful to not paint both sides on anything in your madel; this coupled with the merge vertex trick could work quite well. ๐Ÿ˜„

                  โ€œThere are three classes of people: those who see. Those who see when they are shown. Those who do not see.โ€

                  http://www.Twilightrender.com try it!

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                  • A Offline
                    ark
                    last edited by

                    Is it possible to update the model once it's imported to Modo?

                    I've seen a tutorial about Modo's reference features, but don't know if it can be used as a workaround? It would be nice to use Modo's renderfeatures!

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                    • G Offline
                      gaganraj
                      last edited by

                      not sure what you mean by 'update' model and modo's 'referrence' features? if you could clarify i'm sure someone would know...

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                      • A Offline
                        ark
                        last edited by

                        Well, hope this is more cleare!

                        If a model is imported to Modo, and textures is applied. Then the model is changed in Sketchup and it would be nice to "update" (merge) the model allready imported to Modo, so you don't have to make a total retexturing.
                        For archviz it's a greath feature because the model always gets adjusted during the renderprocess.

                        I don't know the Modo reference feature in details, but maybe it could be used as described above!

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                        • soloS Offline
                          solo
                          last edited by

                          That is possible with SU and Vue, you export your model and open up in Vue, then if you need to add, remove or edit geometry or texture something in SU all you do is save the model with the changes and the version open in Vue will ask you if you want to update the model. You can choose no and it becomes unique or you can opt for the update, when it changes it does it mesh for mesh so you can say yes to all changes or select the ones you want

                          http://www.solos-art.com

                          If you see a toilet in your dreams do not use it.

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                          • G Offline
                            gaganraj
                            last edited by

                            as far as i know it doesn't have the option, but i'm a modo noob, so if someone knows otherwise please chime in. sounds like a great option though!

                            solo, is vue only a renderer? You might be interested in Modo 401's new drag and drop texture/lighting presets - as well as its own warehouse of prebuilt items. check it out:

                            http://www.luxology.com/modo/401.presets.part.1/

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                            • soloS Offline
                              solo
                              last edited by

                              Whoa!!

                              That's amazing!!

                              I'm still tryng to scrape up spare change for Vray, now I have another need/want. ๐Ÿ˜ข

                              http://www.solos-art.com

                              If you see a toilet in your dreams do not use it.

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                              • G Offline
                                gaganraj
                                last edited by

                                i know. the bills just pile up for all the software needs. but i'm thinking the Modo 401 might be a really tight package in terms of art needs. those material/environment/model presets are suspiciously Sketch Up like! ๐Ÿ˜„

                                this video is exciting:

                                http://www.luxology.com/modo/401.presets.part.2/

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                                • StinkieS Offline
                                  Stinkie
                                  last edited by

                                  @solo said:

                                  Whoa!!

                                  That's amazing!!

                                  I'm still tryng to scrape up spare change for Vray, now I have another need/want. ๐Ÿ˜ข

                                  Yeah, looks good, huh? Also check out the video on the new preview renderer. Pretty impressive stuff. Judging from the last part of your comment, I'm guessing you're not gonna lend me some cash to upgrade to 401, are ya? Dang! Money's tight everywhere, it seems. ๐Ÿ˜

                                  As for updating models - this is a possible m.o.:

                                  • build thingy in SU.
                                  • export as obj to "SU 2 Modo" folder in convenient location. Make sure to export stuff that isn't supposed to stick together in Modo separately. Organisation is key!
                                  • import into Modo (delete vertex maps!)

                                  Now, say you got a door, a window, and a wall imported. And suppose you alter the door in SU. Just remove the one in Modo, re-export from SU, and re-import. It'll pop right into place.

                                  Not a perfect method, but at least it's something.

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                                  • S Offline
                                    sepo
                                    last edited by

                                    Wow this is amazing.

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                                    • G Offline
                                      gaganraj
                                      last edited by

                                      really can't wait for 401. if its as good as it looks...will really make things easy. now if i was just a better designer.... ๐Ÿ˜„

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                                      • StinkieS Offline
                                        Stinkie
                                        last edited by

                                        @gaganraj said:

                                        really can't wait for 401.

                                        I know what you mean. ๐Ÿ˜„ Lighting presets, mat presets, hdr creation, a blazing fast preview renderer - I cannot stop drooling. Looks like just the thing for me. I'm gonna try before I buy, though - best to be cautious!

                                        That said, so far, I'm under the impression 401 will be a fantastic tool for adding detail (bevels, deformations), UV-ing, lighting, and rendering. Wee!

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                                        • soloS Offline
                                          solo
                                          last edited by

                                          It really does look like the one app for all needs, how is the modeling side of things with Modo? easy to pick up?

                                          I have been playing with Rhino, but just do not like the UI, I need to start transisioning away from SU soon as the world of 3D has moved on and the longer I wait the quicker I will be redundant due to SU now very obvious limitations and the fact that they are and probably will never be addressed.

                                          http://www.solos-art.com

                                          If you see a toilet in your dreams do not use it.

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                                          • G Offline
                                            gaganraj
                                            last edited by

                                            solo

                                            I'm a pretty novice modeler so I can only speak to my limited skill set. But Modo feels like a lot like SU with all the cool add ons that we're all complaining about not having. Its taken me a while to understand how Subdivision modeling works, but now i'm starting to get the hang of it. you already seem to have lots of experience in that department, so i'm sure a few tutorials and you'll be up and running. Lots and lots of cool toys, sculpting, UVing, rendering all in one sleek application.

                                            but again, i've never touched maya, max or alias, so take it with a grain of salt.

                                            I agree with you about SU never becoming the application that many of us want. The plugins are amazing, but to keep up the level of digital imagery and design that is out there, I know I need an application that is more well rounded. the Modo community is really great, with lots of help available, lots of scripts etc.

                                            my 2 cents. might be worth checking out.

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