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    • cottyC Offline
      cotty
      last edited by

      Impressive concept!

      my SketchUp gallery

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      • soloS Offline
        solo
        last edited by

        My opinion so far.....

        I have dedicated about 3-4 hours for the last 4 days on learning Blender and so far I think I have picked up a lot of the basics and maybe a few things I have absolutely no need to know but was fun to learn.

        Remembering the key strokes and location of menus is probably the hardest thing initially but with practice and Google search it can be picked up.
        Blender is powerful, it has so many bells and whistles that I doubt anyone knows everything about it as there just are too many things to learn and the development is so fast.

        Working with Blender is a huge departure from Sketchup which is bad as I was a lazy modeler with SU and in Blender one needs to work a lot harder and smarter to get similar results, if only one could model in SU and export with some sort of re-mesher into Blender to use all the tools SU does not offer.

        The good news is that mesh from Blender imports very well into Sketchup see image below of a nurbs model exported into SU.

        conversion B to S.jpg

        I do like nurbs and meta modeling in Blender, I am yet to try sculpting and dynotopo.

        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

          Re-mesher?

          Can you expand a bit more?

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

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          • soloS Offline
            solo
            last edited by

            @rich o brien said:

            Re-mesher?

            Can you expand a bit more?

            Just a term that I made up but essentially what I'd like is some tool in Blender that will take a Sketchup model and redo the entire mesh into quads, almost like what happens when modeling in nurbs and meta whan one presses cntrl C and converts it into normal quad mesh ready for edit.

            http://www.solos-art.com

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

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            • jiminy-billy-bobJ Offline
              jiminy-billy-bob
              last edited by

              @solo said:

              [attachment=0:511xn80i]<!-- ia0 -->conversion B to S.jpg<!-- ia0 -->[/attachment:511xn80i]

              Man... That's a lot of toolbars ! πŸ˜„

              25% off Skatter for SketchUcation Premium Members

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

                You want quad exports from SU into Blender?

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

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                • soloS Offline
                  solo
                  last edited by

                  @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.

                  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

                    Can you PM or share a file?

                    I might have a workflow but since I mostly model in Quads I'd need a dirty mesh to test.

                    If it's something's with n-gons forget it as that's just a recipe for disaster.

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

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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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