Subdivision Modeling Furniture
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Thanks pilou, too kind of you. 48 pages, but I posted a synopsis in the second post of the most important tricks and post around these pages.
@Rich, we're talking about the opposite.Exporting from SUp to blender or to other apps can be a PITA.
We suggest TIG's free obj exporter, I guess so. Excellent to export a rather huge SUp scene and render in cycles.- triangulation.
- not welded vertices. Edit mode (blender) selelct all [W] menu, delete doubles
- Select all, [ctrl+F] menu in blender, tris to quads, cross your fingers.
- UVs in SUp: Every face is a UV not connected island. -10 for SUp. LOL
(Most SUp users fear to get involved into a decent UV editor. If they knew all about the SUp UV editor... well nevermind). UV editor ha ha. Just use blender, select [U] menu, reset/ ctrl+P to pack these separated faces on UV texture map and have something similar to the SU UV editor. Ask for follow active quad and have something much more interesting. If it is a house something walls, select cubic and have something better. Or, like me, start thinking how great is to have an advanced UV editor for free. Learn how to use it. For archi vis use, it is one of the most important tools anyway.
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We speak the same Mick.
I now use Blender extensively and where i deal SU models I use the unreleased SU2Blender obj exporter that removes tris from SU mesh and delivers to blender quad only mesh.
It does mean adopting a new modeling philosophy in SU but that is what users need to do anyway if they wish to become proficient in Blender.
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@unknownuser said:
I now use Blender extensively and where i deal SU models I use the unreleased SU2Blender obj exporter that removes tris from SU mesh and delivers to blender quad only mesh.
Some more informations Rich?
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If you use Thomthom's QuadFace tools to apply the soft/smooth/cast shadows off to the edge dividing the quad then you can export that 'SketchUp QuadFace' to Blender as a Quad.
The exporter is not available publicly but I'll give someone a poke about it.
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Thanks Rich.
I just tried the collada exporter today. (SU)
And the new collada importers in blender.
No triangulation, in fact even n-gons are preserved.
Of course, I'm not sure if everyone will appreciate n-gons. -
@michaliszissiou said:
Just use blender, select [U] menu, reset/ ctrl+P to pack these separated faces on UV texture map and have something similar to the SU UV editor.
Do the textures get fragmented again if you export to obj from Blender?
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@unknownuser said:
Do the textures get fragmented again if you export to obj from Blender?
What do you mean fragmented?
I don't remember such issues, I use obj all the time, exchanging with 3dcoat, zbrush, modo and other apps. -
@michaliszissiou said:
What do you mean fragmented?
Do they become separated again (as they were when first imported into Blender)?
I'm just trying to figure out a better workflow for getting SU models into other formats. For DAE & OBJ I currently have to triangulate and explode everything to avoid textures fragmenting into lots of separate materials.
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@unknownuser said:
Why not texture the mesh in Blender?
I never texture in SU as it leads to more problems l
Why not texture the mesh in Blender?
I never texture in SU as it leads to more problems long term
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@rich o brien said:
Why not texture the mesh in Blender?
It's on my to-do list. I just need to find some free time and good tutorials.
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Stay away from Blender's tutorials if you want to remain sane, David...
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It's to late for that Massimo!
Every time I open Blender it feels like I've entered a universe where the laws of physics have been completely rewritten.
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Once you begin to understand Blender you will never look back.
An adding bonus is you will never model in the typical SketchUp fashion again.
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@unknownuser said:
the laws of physics
There are the laws of polymeshes. The laws of topology. Of UVs.
There aren't any laws of physics in a 3d environment.
I had the same issues when started learning blender.
There isn't much of a difference than working in modo.
SUp is great, if we keep things in groups, keep normals in tact.
I would say, build the basics in SU, export it and feel it with furniture models, textures etc in blender. Cycles is a great render engine, it's free. More optional render engines, like thea, vray, octane etc are there. Let's not forget the wonderful and very slow Luxrender. (maybe the best renderer for jewelry presentations. (caustics at their best) -
David
Some of the blender video tutorials on you tube are actually incorrect.
Personally i would recommend signing in to blendswap download a few models in the staff picks category and reverse engineer them.
I'm sure with your skills you will get an understanding within no time at all.
Regards
Sam
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Thanks for the tip Sam
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