Any disadv. for modeling in SU then rendering in 3ds max ?
-
I have been wondering. I am good at rendering in 3ds Max, but not SketchUp. yet modeling in SU is x100 easier.
Any disadvantages ?
-
SketchUp doesn't render but it does if you use third party addons like Vray, Thea, TwiLight etc...
Only disadvantage I see is time it takes to setup materials in Max
-
@rich o brien said:
SketchUp doesn't render but it does if you use third party addons like Vray, Thea, TwiLight etc...
Only disadvantage I see is time it takes to setup materials in Max
I am absolutely FINE with only applying material and systems / vray options etc. I just know for a fact that Sketchup deals with masses and volumes in a whole different way (faces/meshes).
So is the results are identical, whether you model in 3ds max or Sketchup, and render completely in 3ds Max ?
-
you'll have to consider how detailed and large your modeling will be, if very detailed and high polycount you'll have to consider organising models to keep some speed modeling in SU
-
My opinion has nothing to do with technique. The concern would be psychological. If Sketchup has the depth to do your work (and usually it does) and you entrench it in your workflow you will feel ill each time it doesn't and you are forced to revert back to 3dmax. Once upon a time the 3dmax artists got all the cool jobs. In a boutique engineering office the architects had one choice. Now the unique, one-time design jobs are walked down the hall to the Sketchup artist because he can complete the same job so much faster, as you say Sketchup is 100x's easier and that equates to dollars and cents. So that is an odd disadvantage but it is serious for and experienced modeller because frame of mind has a lot to do with the finished result.
The rendering business itself is experiencing a bit of a renaissance as well. Traditional non-biased rendering is being nudged aside slowly by many for the same reason, it is just painfully slow. The new real-time rendering engines are completing work faster by a full order of magnitude. Hard to ignore for your bread and butter work.
If you want to experience the difference, load up the trial version of Twinmotion or Lumion, go to the 3d warehouse, pick any complex model and open it. Aside from the setup you have just completed your first rendering job in seconds and the results are very exceptable.
-
Works well with me.. almost seamlessly works with recent Max import capabilities. In our team I have reports though that some geometry, made in sketchup can make rendering time longer. But i havent experienced that myself.But I did notice the fast and smooth rendering process when all objects are created inside max and rendered in max.
One problem I experienced is when you did modeling in SU and try applying modifiers in MAX( like subdivide for ex.) Many times it crashes. As a rule, whenever I need to modify an object in max, I need to go back to SU , modify and re-import.
What I do is model the structures and all non- organic type geometries, then do the rest of the smaller things in max where complicated UV mapping is required
-
@numerobis said:
@alexjo said:
I have been wondering. I am good at rendering in 3ds Max, but not SketchUp. yet modeling in SU is x100 easier.
Any disadvantages ?
The import of skp files works quite well. You should keep your modeling clean (orientation of faces, etc.) but this normally also applies to the work in SU, so this should be no big deal. You then should weld verticies after the import and convert the objects to editable poly if you want to work on them in max.
Personally i'm working in both, SU and max - i use SU for the main part of the project with all the numerical imput and modeling from imported DWGs. And max for the more complex or organic stuff (sometimes using a rough SU model as basis) and objects like trees, cars and furniture.
I render in Maxwell so i import everything from max as Maxwell reference into SU and render from there. I currently think about reversing this part and doing the scene composition in max because the proxy display is better in max, but i'm not sure about that at the moment...I really love the SU snapping and inference system and the navigation. And the direct numerical input is also much better i think. But there are many situations where working in max is so much easier and faster ...and non-destructive with modifiers.
It would be great if there would be a way to link skp files in max where only the modified part would be updated with automatic welding. I tried fbx, but the objects doesn't stay the same, when the file is overwritten so the linking is not possible. A low poly plane, UVW modifier applied, deformend and with turbo smooth on top and the terrain is done with a few clicks... adjustable every time, don-destructive and deformable in real time without waiting like in SU - which starts at low poly counts of a few 10.000 or 100.000 tris.
My dream would be SU (or the major functions of SU) as plugin for max! The great snapping system and direct input combined with the modifiers, advanced modeling capabilities and the polycount/performance of max! (even if the performance would be a bit lower due to the inference engine) - and the navigation of SU inside max, but i don't this will be possible...
...or quads and sub-d and a modifier stack with the tools of max and high poly support inside SU
omg I loved this post. thanks a lot.
You speak my mind.
-
@alexjo said:
I have been wondering. I am good at rendering in 3ds Max, but not SketchUp. yet modeling in SU is x100 easier.
Any disadvantages ?
The import of skp files works quite well. You should keep your modeling clean (orientation of faces, etc.) but this normally also applies to the work in SU, so this should be no big deal. You then should weld verticies after the import and convert the objects to editable poly if you want to work on them in max.
Personally i'm working in both, SU and max - i use SU for the main part of the project with all the numerical imput and modeling from imported DWGs. And max for the more complex or organic stuff (sometimes using a rough SU model as basis) and objects like trees, cars and furniture.
I render in Maxwell so i import everything from max as Maxwell reference into SU and render from there. I currently think about reversing this part and doing the scene composition in max because the proxy display is better in max, but i'm not sure about that at the moment...I really love the SU snapping and inference system and the navigation. And the direct numerical input is also much better i think. But there are many situations where working in max is so much easier and faster ...and non-destructive with modifiers.
It would be great if there would be a way to link skp files in max where only the modified part would be updated with automatic welding. I tried fbx, but the objects doesn't stay the same, when the file is overwritten so the linking is not possible. A low poly plane, UVW modifier applied, deformend and with turbo smooth on top and the terrain is done with a few clicks... adjustable every time, don-destructive and deformable in real time without waiting like in SU - which starts at low poly counts of a few 10.000 or 100.000 tris.
My dream would be SU (or the major functions of SU) as plugin for max! The great snapping system and direct input combined with the modifiers, advanced modeling capabilities and the polycount/performance of max! (even if the performance would be a bit lower due to the inference engine) - and the navigation of SU inside max, but i don't think this will be possible...
...or quads and sub-d and a modifier stack with the tools of max and high poly support in SU
Advertisement