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    Can this be done in SU?

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    • michaliszissiouM Offline
      michaliszissiou
      last edited by

      @ThomThom
      This is a great work but what we need to model a cup of coffee is just box modeling. Meaning quads not tris. Just extruding, welding and subsurfing (catmull clark).

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      • thomthomT Offline
        thomthom
        last edited by

        @michaliszissiou said:

        @ThomThom
        This is a great work but what we need to model a cup of coffee is just box modeling. Meaning quads not tris. Just extruding, welding and subsurfing (catmull clark).

        Bezier Surface will let you create parametric Quad and Tri Surfaces.

        Thomas Thomassen β€” SketchUp Monkey & Coding addict
        List of my plugins and link to the CookieWare fund

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        • jeff hammondJ Offline
          jeff hammond
          last edited by

          @michaliszissiou said:

          There's only one decent way to model such things and it's not supported in SU.

          why not nurbs?

          [edit]

          here's another approach for keeping it in sketchup.. using the loft tool in curviloft.

          dotdotdot

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          • pbacotP Offline
            pbacot
            last edited by

            Jeff,

            Nice to see videos on curviloft, there'll probably never be enough for me.
            Now, how to resolve the dent these intersections put into the surface?

            Peter

            MacOSX MojaveSketchUp Pro v19 Twilight v2 Thea v3 PowerCADD

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            • brookefoxB Offline
              brookefox
              last edited by

              Yes, thanks, Jeff.

              I think you should drop a copy of you vid over in the one or all of the curvi threads.

              πŸ‘ πŸ‘

              ~ Brooke

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              • massimoM Offline
                massimo Moderator
                last edited by

                Probably not exactly what you need, but still this is an interesting Kito Raupp's approach (especially the last example). All SU native tools.
                [flash=853,480:2e3zhf4v]http://www.youtube.com/v/sQvGUzA2g5Q?version=3&hl=it_IT&rel=0[/flash:2e3zhf4v]

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                • TIGT Offline
                  TIG Moderator
                  last edited by

                  Here's a similar way...Capture.PNG

                  TIG

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                  • cottyC Offline
                    cotty
                    last edited by

                    ...or with Artisan...

                    artisan_espresso.jpg

                    my SketchUp gallery

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                    • jeff hammondJ Offline
                      jeff hammond
                      last edited by

                      @pbacot said:

                      Jeff,

                      Now, how to resolve the dent these intersections put into the surface?

                      hey peter..

                      i really don't know what the actual cause is behind shading errors.. i do know that sketchup doesn't like a bunch of vertices defining the boundaries of a facet which is part of a curved surface (which is likely to occur when you intersect two curved surfaces)..

                      this .3ds import triangulates everything and the resulting sketchup model doesn't exhibit the shading error.

                      01.jpg

                      dotdotdot

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                      • michaliszissiouM Offline
                        michaliszissiou
                        last edited by

                        @unknownuser said:

                        this .3ds import triangulates everything and the resulting sketchup model doesn't exhibit the shading error.

                        SU obj exporter as well. A render engine will do the same when rendering. Kerky and Thea have solved the smoothing normals problem (it's called "termination problem"), other physically correct apps like octane, Kray, Cycles etc have not. So, wait for ugly artifacts, under certain circumstances of lighting.
                        What about using subdivisions/real displacements on such meshes? For exactly the same reason, what about importing such topology in zbrush, MudBox, sculptris, blender? The only solution will come via retopology methods. Quite not practical.

                        Anyway, there're some decent ways to model such things, non of them is supported in SU (IMO, it never will). SU user interface is against these principles of box modeling.

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                        • brookefoxB Offline
                          brookefox
                          last edited by

                          Well, that's still very helpful on curvi use. I finally figured out, since no one would tell me, that one must 'escape' from orbiting while in edit mode in order to preserve the session. 'Space' ends the session without saving.

                          This pic has nothing to do with that. Yes, for this case CurviLoft seems fast and well suited.


                          curvi-fillet-3.JPG

                          ~ Brooke

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                          • jeff hammondJ Offline
                            jeff hammond
                            last edited by

                            @brookefox said:

                            Yes, for this case CurviLoft seems fast and well suited.

                            yeah.. i think it's the best way to do this if the final shape is what i'm imagining Twan is looking for.

                            dotdotdot

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                            • jeff hammondJ Offline
                              jeff hammond
                              last edited by

                              lol. nice.
                              digging the woven java jacket.

                              dotdotdot

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                              • pbacotP Offline
                                pbacot
                                last edited by

                                what's all the fuss? Of course SU can handle it!Untitled.png

                                MacOSX MojaveSketchUp Pro v19 Twilight v2 Thea v3 PowerCADD

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                                • panixiaP Offline
                                  panixia
                                  last edited by

                                  @michaliszissiou said:

                                  Very nice suggestions, leading to terrible topology.
                                  Don't try it if some real displacement gonna happen.
                                  For exactly the same reason don't import it in zbrush or sculptris.

                                  There's only one decent way to model such things and it's not supported in SU.

                                  why not?


                                  tazza quad.jpg

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                                  • michaliszissiouM Offline
                                    michaliszissiou
                                    last edited by

                                    You need some more tools now, like loop cuts etc.
                                    You don't also have a UI for making this work fast and easy.
                                    You also need artisan to make it smooth.

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                                    • panixiaP Offline
                                      panixia
                                      last edited by

                                      ok, if we are talking about create and animate organic characters and so on, i totally agree with you.. blender is blender..
                                      but if we are just talking of a coffee cup i think sketchup is good enough, you are right, maybe you need a couple of plugins of course, but at least you don't need to import/export/convert/learn blender..

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