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    • michaliszissiouM 離線
      michaliszissiou
      最後由 編輯

      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 離線
        pilou
        最後由 編輯

        Yep this Blender Artist thread is an antology one and a pleasure for the eyes! ☀
        Now more than 50 pages! And seems with no lilmit! 💚

        by Michalis 😉

        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 😉 (who is not the same price than Blendy 😉

        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 離線
          solo
          最後由 編輯

          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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          • arail1A 離線
            arail1
            最後由 編輯

            That's a good looking mesh. A question - was the 'ugly' mesh made in SketchUp / Artisan?

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            • soloS 離線
              solo
              最後由 編輯

              @arail1 said:

              That's a good looking mesh. A question - was the 'ugly' mesh made in SketchUp / Artisan?

              Yeah, Artisan is awesome but it leaves a miserable mesh in it's wake.

              http://www.solos-art.com

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

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              • pilouP 離線
                pilou
                最後由 編輯

                You have also Qremesher in Zbrush who makes automatic quadrangles!
                Maybe the best tool at this day!

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

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                • jeff hammondJ 離線
                  jeff hammond
                  最後由 編輯

                  @solo said:

                  I'm learning Blender arse about face, doing fluids, then particles and fabric.
                  I want to have fun learning.

                  i think that's an ok approach.
                  the only real trick is sticking with it..

                  you got it this time

                  dotdotdot

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                  • michaliszissiouM 離線
                    michaliszissiou
                    最後由 編輯

                    Recent betas of 3dcoat! The implementation of a new auto-retopology algorithm. Still in beta but looks promising and already useable.
                    Z remesher is a little better in organic shapes. 3dcoat is more promising on hard surface cases.
                    Patience though, another auto retopo tool is coming soon. In blender this time. We'll try not to call it lke "b remesher" LOL
                    Auto retopology is a dream that is coming true.
                    Still, serious issues there. Auto retopo tools tend to create endless spiral loops around the mesh, in certain cases.
                    This is rather impossible to manually edit it.
                    Blender is great on manual retopology. It provides some excellent new tools. It suffers from ugly visualization issues. I got used to it but if you give a try you will understand what i'm talking about.

                    1. contours tool and 2. grid bridge in blender re topology are wonderful and result to very fast and really clean results.

                    @Pete
                    Artisan is a nice tool for those who are afraid to get involved in other apps, especially blender.
                    Because, artisan is basically a box modeling tool.
                    Blender is superb on box modeling - subd by any aspect. You don't have to retopo anything as a good topology means loops, auto retopology is basically a box modeling. (from a certain point of view)

                    @Pilou
                    thanks,
                    Gutalin is a great concept artist, an inspiration and a good Z friend.
                    However "my" approach is reverse engineering somehow. My goal was to easily export all these as low poly objects to any external renderer or a game engine engine.
                    Gutalin's approach is very difficult to be exported. (without lose of details and quality)
                    BTW my artwork you posed above is box modeling - subd result and does not use displacements-UV workarounds.
                    Here an example of how a low poly (<30-40k faces) looks like. Using Tangent normal maps in cycles. Such scenes take less than 30 sec to render. Ideal as background assets.

                    https://dl.dropboxusercontent.com/u/24090090/normTestTube.jpg

                    And, allow me, my favorite recent experiment.

                    https://dl.dropboxusercontent.com/u/24090090/ab5.jpg

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                    • soloS 離線
                      solo
                      最後由 編輯

                      Michalis, is this a low poly subdivision modifier with a displacement texture?

                      http://www.solos-art.com

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

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                      • michaliszissiouM 離線
                        michaliszissiou
                        最後由 編輯

                        Yeah,
                        well, the first one is a very low poly box modeling ~10k faces. Any detail comes form normal (tangent space) maps.
                        The second one is dubdivided a lot and displaced by displ maps. Basically a few cylinders with loops on them
                        Both normal or displacement maps have been baked- constructed by baking a relief modeling, on a single quad face.
                        You basically model a relief like panel, you place a second one quad object in front of it, you ask blender to bake displ or nor-maps to "active". (active is the last you select, if interested, I could post a workaround on this)
                        But in the end, you have this pre baked map, you just use the UV editor to align it to the existed topology.
                        Here comes the tricky part, the powerful UV editor of blender.
                        From a certain perspective, this is reverse engineering, the goal is to have a very low poly base with all the maps on it. Easy to export in any renderer. Or another application.
                        It is a game, a kind of a generator, a conceptual art. Still, it is real geometry. Alternatively, an inspiration for other constructions. It became an obsession LOL, a friend named it "loopinitis" decease.

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                        • soloS 離線
                          solo
                          最後由 編輯

                          @michaliszissiou said:

                          Yeah,
                          well, the first one is a very low poly box modeling ~10k faces. Any detail comes form normal (tangent space) maps.
                          The second one is dubdivided a lot and displaced by displ maps. Basically a few cylinders with loops on them
                          Both normal or displacement maps have been baked- constructed by baking a relief modeling, on a single quad face.
                          You basically model a relief like panel, you place a second one quad object in front of it, you ask blender to bake displ or nor-maps to "active". (active is the last you select, if interested, I could post a workaround on this)
                          But in the end, you have this pre baked map, you just use the UV editor to align it to the existed topology.
                          Here comes the tricky part, the powerful UV editor of blender.
                          From a certain perspective, this is reverse engineering, the goal is to have a very low poly base with all the maps on it. Easy to export in any renderer. Or another application.
                          It is a game, a kind of a generator, a conceptual art. Still, it is real geometry. Alternatively, an inspiration for other constructions. It became an obsession LOL, a friend named it "loopinitis" decease.

                          Is there a walk through some place or a video tutorial, I'd really like to learn this and another thing, say I have a shape created in meta modeling and convert it to regular mesh will this process work with it?

                          http://www.solos-art.com

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

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                          • olisheaO 離線
                            olishea
                            最後由 編輯

                            Michalis is the Gaudi of Blender! 😄

                            oli

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                            • michaliszissiouM 離線
                              michaliszissiou
                              最後由 編輯

                              Simple ideas, working on a grid
                              Loops, extrudes (insets) and subdivisions.

                              Alternatively, if these loops can follow a geometrical displacement panel-map, I mean, if the selected face loop can be unwrapped as an aliened quad row on a geometrical pattern…. such a displacement will follow the topology.
                              This is the basic idea. Too much work? Blender UV editor can do it automatically with 1-2 clicks.


                              Screen Shot 2013-11-10 at 8.07.49 PM.jpg

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                              • michaliszissiouM 離線
                                michaliszissiou
                                最後由 編輯

                                @unknownuser said:

                                Is there a walk through some place or a video tutorial, I'd really like to learn this and another thing, say I have a shape created in meta modeling and convert it to regular mesh will this process work with it?

                                A video tut?
                                Oliver Villar did a tutorial based on this. It explains only the basics though. There is much more potential on this method.
                                http://www.youtube.com/watch?v=3wyzvsmfia0&feature=youtu.be

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                                • L 離線
                                  Lobster
                                  最後由 編輯

                                  I must admit i did not really go for tutorials when i first started learning blender.

                                  Even if this modelling time lapse isn't what you want to model in Blender i think it says more about modelling, approaches to modelling and retopology (after the z brush bit) than quite a few of the tutorials i have subsequently watched.

                                  If in doubt just start modelling a hand in mid air and end up with the right number of edges to join to the arm! Using the sculpt brushes to shape the low poly mesh e.t.c.

                                  it was definitely, mind blowing.

                                  Regards

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                                  • Rich O BrienR 離線
                                    Rich O Brien Moderator
                                    最後由 編輯

                                    Had some fun with Pete's model...

                                    COYOTE-01.jpg

                                    coyote.gif

                                    Properly meshed and rigged this will make for some fun loony tune time 👍

                                    Download the free D'oh Book for SketchUp 📖

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                                    • pilouP 離線
                                      pilou
                                      最後由 編輯

                                      Funny : a French Blender Guru is named CoyHot! 😎
                                      Site in English 😉

                                      http://www.coyhot.com/Images/Enter_Logo.jpg

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

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                                      • michaliszissiouM 離線
                                        michaliszissiou
                                        最後由 編輯

                                        we should still keep in mind how rapidly Cycles renderer is developing, right?
                                        I noticed this artwork today, byn blender artist Spelle.

                                        http://blenderartists.org/forum/attachment.php?attachmentid=271759&d=1384961721

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                                        • arail1A 離線
                                          arail1
                                          最後由 編輯

                                          That is an incredibly impressive image!

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                                          • Rich O BrienR 離線
                                            Rich O Brien Moderator
                                            最後由 編輯

                                            Link Preview Image
                                            Sneak Peek: Blender Toolbar Tabs

                                            Campbell Barton demonstrates an early version of tabs for the Blender user interface. Remember this is still very much work in progress! I like what I’m seeing…

                                            favicon

                                            BlenderNation (www.blendernation.com)

                                            New UI coming

                                            Download the free D'oh Book for SketchUp 📖

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