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    • andybotA Offline
      andybot
      last edited by

      @solo said:

      @rich o brien said:

      You want quad exports from SU into Blender?

      Ideally I'd like to model in SU as I have always done and export to Blender so that I can use the mesh from SU. I have tried converting models in SU to quads but that does not work great and I have tried converting tri's to quads in Blender which also does not work great.

      Having exported many SU models to Blender over the past year or so, I've found that if the mesh doesn't convert to quads well in SU (I use TT's Quad Tools) it's not going to convert well in Blender. The same errors that you find in the SU model will show up in the Blender conversion. You do need a very clean and logically constructed model to make use of quads in Blender.

      http://charlottesvillearchitecturalrendering.com/

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      • PixeroP Offline
        Pixero
        last edited by

        This video by Peter Guthrie shows his workflow from SketchUp to Max to have quads.
        I guess it's similar to Blender.

        This also led me to this idea for a SketchUp plugin: http://sketchucation.com/forums/viewtopic.php?f=323&t=54677#p495930

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        • andybotA Offline
          andybot
          last edited by

          @pixero said:

          This also led me to this idea for a SketchUp plugin: http://sketchucation.com/forums/viewtopic.php?f=323&t=54677#p495930

          Nice work on the plugin πŸ‘ I've been doing that manually for a long time, nice to have this automated. It matters a great deal if you are doing displacement or want to modify the mesh in any way (soften corners, etc.)

          However - n-gons are perfectly fine for architectural work. Those planes will render as planes regardless of the orientation or subdivisions of the mesh. For building models, I just import the whole mess into Blender and never have to bother with quads. (the only exception is that I still do tris to quads to simplify the mesh, and always remove duplicate vertices.) For windows it does matter because you need proper geometry to get refraction correctly.

          Another thing to note - mirrored components from SU will end up with reversed normals a lot of times (wrecks havoc on windows and refraction 😞 ). I'm wondering if it is worse with nested components though, may need to test that further.

          http://charlottesvillearchitecturalrendering.com/

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          • D Offline
            dedmin
            last edited by

            BlenderGuru announces Architecture Academy Competition winners.

            Link Preview Image
            Blender Guru

            favicon

            Blender Guru (www.blenderguru.com)

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            • soloS Offline
              solo
              last edited by

              I may have a solution to my mesh problem

              favicon

              (cgcookie.com)

              http://www.solos-art.com

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

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              • Rich O BrienR Offline
                Rich O Brien Moderator
                last edited by

                I have that tool. Not really gonna work completely.

                Download the free D'oh Book for SketchUp πŸ“–

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                • soloS Offline
                  solo
                  last edited by

                  Rich, I pm'd a model for you to test.

                  I was reluctant to send before as I assumed you may be a little busy and knackered after the arrival of the boys.

                  http://www.solos-art.com

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

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                  • Rich O BrienR Offline
                    Rich O Brien Moderator
                    last edited by

                    Won't get at this short term. But will defo take a look and pass on whatever info I can.

                    Download the free D'oh Book for SketchUp πŸ“–

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                    • arail1A Offline
                      arail1
                      last edited by

                      @solo said:

                      I may have a solution to my mesh problem

                      favicon

                      (cgcookie.com)

                      Retopology tools have a different function than I think you're looking for. Create a high detail (high poly) character, texture it, light it, etc. Then bake all the maps down. Then 're-topologize' the high detail model with the retopology tool to make a low detail, low poly version and then apply the baked map to it. The result is a character with the visual look of the high detail model but having a small fraction of the poly count of the original.

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                      • soloS Offline
                        solo
                        last edited by

                        @arail1 said:

                        @solo said:

                        I may have a solution to my mesh problem

                        favicon

                        (cgcookie.com)

                        Retopology tools have a different function than I think you're looking for. Create a high detail (high poly) character, texture it, light it, etc. Then bake all the maps down. Then 're-topologize' the high detail model with the retopology tool to make a low detail, low poly version and then apply the baked map to it. The result is a character with the visual look of the high detail model but having a small fraction of the poly count of the original.

                        What I was trying to do is get some of my SU created cartoon characters which are very heavy in SU into Blender cleaned up, rigged, posed and then 3D printed.

                        http://www.solos-art.com

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

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                        • L Offline
                          Lobster
                          last edited by

                          Hi,

                          You might be better off not trying to clean your mesh but just build a retopology on top of it even if you are not planning to bake maps. There are a few options, looks like you have found one of them, another is a shrinkwrap or bsurfaces but the failsafe way is just to use the snapping tools. I have done this a few times with MOI and sketchup models to build a proper deforming mesh for animation and doing the retopology allows you to concentrate on edge flow e.t.c.

                          Slow at first but done enough times it speeds up, just like anything, especially with the looptools and F2 addons.

                          Hope this helps.

                          Regards

                          Sam

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                          • arail1A Offline
                            arail1
                            last edited by

                            @solo said:

                            @arail1 said:

                            @solo said:

                            I may have a solution to my mesh problem

                            favicon

                            (cgcookie.com)

                            Retopology tools have a different function than I think you're looking for. Create a high detail (high poly) character, texture it, light it, etc. Then bake all the maps down. Then 're-topologize' the high detail model with the retopology tool to make a low detail, low poly version and then apply the baked map to it. The result is a character with the visual look of the high detail model but having a small fraction of the poly count of the original.

                            What I was trying to do is get some of my SU created cartoon characters which are very heavy in SU into Blender cleaned up, rigged, posed and then 3D printed.

                            Oh. My misunderstanding. I thought the comment was about architecture, which would be a lot of work for a retopology tool.

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                            • arail1A Offline
                              arail1
                              last edited by

                              Hmm ... but if your end point is 3D printing I would think you're going to lose a lot of detail with a retopology tool.

                              But, aside from the issue of SketchUp to Blender, if you're talking about cartoon characters, you're going to love sub d modeling once you get the hang of it.

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                              • L Offline
                                Lobster
                                last edited by

                                If detail is what you are after you can use a multires modifier and shrinkwrap on the retopology. shrinkwrap setting project positive and negative.

                                Regards.

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                                • soloS Offline
                                  solo
                                  last edited by

                                  @lobster said:

                                  If detail is what you are after you can use a multires modifier and shrinkwrap on the retopology. shrinkwrap setting project positive and negative.

                                  Regards.

                                  I have just learned about retopology and when to use it, interesting stuff that. So much to learn....

                                  So here I am thinking Z-Brush is the king at sculpting, and just discovered Blenders Dynotopo, WoW!!

                                  Blender is awesome.

                                  http://www.solos-art.com

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

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                                  • michaliszissiouM Offline
                                    michaliszissiou
                                    last edited by

                                    Blender sculpting methods are competitive to zbrush ones.
                                    If this statement sounds like fanboyism you have to check it first.
                                    http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Dynamic_Topology_Sculpting

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                                    • soloS Offline
                                      solo
                                      last edited by

                                      @michaliszissiou said:

                                      Blender sculpting methods are competitive to zbrush ones.
                                      If this statement sounds like fanboyism you have to check it first.
                                      http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Dynamic_Topology_Sculpting

                                      I have seen a lot of your sculptures on Blender, I'm very interested in the style you use, not sure if you are using some sort of displacement brush or new method, got a link to a tutorial? Those scifi looking things (do not know what to call them as they look like organic space ships)

                                      http://www.solos-art.com

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

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                                      • michaliszissiouM Offline
                                        michaliszissiou
                                        last edited by

                                        Oh, those scifi looking things?
                                        Well, here is the huge thing LOL
                                        http://blenderartists.org/forum/showthread.php?273033-Sculpting-with-UVs-and-displacements
                                        How to align UVs on a geometrical texture. This is all about it.

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                                        • pilouP Offline
                                          pilou
                                          last edited by

                                          Yep this Blender Artist thread is an antology one and a pleasure for the eyes! β˜€
                                          Now more than 50 pages! And seems with no lilmit! πŸ’š

                                          by Michalis πŸ˜‰

                                          https://dl.dropboxusercontent.com/u/24090090/Screen Shot 2013-08-08 at 4.20.44 PM.jpg

                                          The one who start this style was Gutalin with Zbrush πŸ˜‰ (who is not the same price than Blendy πŸ˜‰

                                          http://www.this-is-cool.co.uk/wp-content/gallery/alex-kozhanov/alex-kozhanov-gutalin-sci-fi-horror-machine-art.jpg

                                          Frenchy Pilou
                                          Is beautiful that please without concept!
                                          My Little site :)

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                                          • soloS Offline
                                            solo
                                            last edited by

                                            Okay, I did some leg work and believe I found a work around, I am still exploring how it all works but so far so good.

                                            Say you have an ugly mesh that you need to clean, simplify or turn to quads then use Z Brush or 3D Coat.

                                            Save model as an obj, open in 3D coat and hit autopo. It will fix holes, clean mesh and turn it into quads ready for 3D printing or use in another app like Blender, 3D Max etc as there are applinks.

                                            http://3d-coat.com/applinks/

                                            Image shows original ugly SU mesh and new fixed mesh (also reduced) when reimporting to SU it triangulates again but this time it's clean.

                                            retopo.jpg

                                            This is how the mesh is actually.

                                            wiley 3d coat.jpg

                                            Result.

                                            wiley SU.jpg

                                            http://www.solos-art.com

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

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