Sketchup and Blender
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Are you setting the shading to smooth in the toolshelf?
Whilst in object mode press T to show/hide toolshelf. Select the object and choose smooth for the shading
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@rich o brien said:
Are you setting the shading to smooth in the toolshelf?
Whilst in object mode press T to show/hide toolshelf. Select the object and choose smooth for the shading
I tried that originally but looks ugly.
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Add an edge split modifier
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i'll rework the mesh for you.
but please get out of the habit of n-gons in su....
if you don't put that shit to bed then you'll never progress
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@rich o brien said:
i'll rework the mesh for you.
but please get out of the habit of n-gons in su....
if you don't put that shit to bed then you'll never progress
Sketchup is pretty much ngons and tri's, I guess what you are saying is I need to model in Blender instead right?
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Not really....
You need to think the same for both. It is about good topology.
I do think you would benefit more in trying to model this in Blender then asking when you hit problems.
I pretty much guarantee that how you model it in Blender will transition to SU. Proper topology means easier UV mapping.
So either model it in SU with topology in mind or vice versa.
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Can you show me how to model it in SU so that it translates better in Blender?
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Couldn't you bevel the n-gons in slightly in Blender to get rid of the smoothing issues?
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Here's a very quick example....
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@rich o brien said:
Here's a very quick example....
[attachment=0:314utpts]<!-- ia0 -->Image 1.png<!-- ia0 -->[/attachment:314utpts]
So what will it take to get a tutorial on how you did that?
And another thing, what software do folks use when doing a tutorial that shows what mouse and keyboard button is pressed?
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I think real important plugins when considering export to sub d are RemoveLonelyVertices or Vertex Tools. Even after you've thought through what the other program wants and modeled accordingly you can end up with a lot of tris because of hidden vertices at mid line positions in SketchUp (for instance when you had a polygon intersecting another polygon and then deleted the intersection)
Hope that helps in some way.
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@unknownuser said:
The reasons for learning Blender for me are numerous from animations, nurb modeling
Maybe I am wrong but seems Blender has not yet so many tools for nurbs ?
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@unknownuser said:
@unknownuser said:
The reasons for learning Blender for me are numerous from animations, nurb modeling
Maybe I am wrong but seems Blender has not yet so many tools for nurbs ?
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Here's a good example why using n-gons in SU and then fixing them in Blender still causes havoc...
For modeling something like this logo you need to forward plan a small bit.
Both circles that meet in the middle must have a common amount of adjacent verts...
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Rich, So how would one use SU with Blender then going forward? What I mean is Sketchup even to be considered or should one just break the ties and go Blender 100%? As it seems that the mesh SU creates is pretty useless in Blender.
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No, it's the habit that SU creates that is the problem.
Is is so easy to draw circles, have incorrect topology and create n-gons in SU that the user is pretty much learning a modeling approach that goes against every convention in every other app.
It is not to say SU is at fault it is that the user takes the lazy approach. Hence people whining that nothing is like SU and failing to step outside the comfort zone.
I model most of my Blender proxies in SU because it is quicker. I don't do detail work in SU though.
One of 2 things will happen here. You'll either have a Eureka moment or you'll just constantly flog SU into doing something it in't meant to do...
I've no problem helping out while you transition but I ain't investing time when I get the impression it is already proving too non-SU.
The reason I adopted Blender was I needed better animation tools. But months of 'why does this SU export cause this or that' meant the progress was slow. But now I know when to open S or when to open Blender.
I don't have a secret I just learned when to stop in SU and when to migrate models to Blender.
Here's what I would make in SU prior to Blender export for the sub-d work. Nothing anyone else couldn't do.
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About units in Blender - this is very confusing for new users:
http://www.katsbits.com/tutorials/blender/metric-imperial-units.phpImporting Google SketchUp files into Blender 3D - advanced:
http://www.katsbits.com/tutorials/blender/import-google-sketchup-kmz-models-advanced.php -
@solo said:
And another thing, what software do folks use when doing a tutorial that shows what mouse and keyboard button is pressed?
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OK, joining the club.
There are many reasons to turn a geometry to quads.
SketchUp supports n-gons based geometry.
Blender also supports n-gons.
The way to import the SUp n-gons to blender and continue to be N-gons is the Collada format.
Import in blender as collada then.
Enter edit mode, select all (A), press W menu/[remove doubles], select all again, [ctrl+N], this will turn all normals of faces outwards , in case something messed up in SUp.
Now you are ready to go for a nice UV unwrapping. No need to import textures from SUp (it is possible) because the SUp default unwrapping can be automatically generated in blender. It is the cubic projection.
The blender UV editor is one of the more powerful around and I suggest you to learn it.Now, you re ready to setup a scene, lighting and go for a Cycles rendering.
And, more additional modeling of course. -
I tried exporting a model from SU to render in Blender, with little success. Is there a way to export cameras from SU to Blender? That was mostly where I stuck because everything was already set in SU.
Thanks,
JQL
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