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    SubD examples and models

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    • HornOxxH Offline
      HornOxx
      last edited by

      Thanks All πŸ˜‰ I very much appreciate that you like this little simple "character" fun πŸ˜„

      never trust a skinny cook

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      • B Offline
        Builder54
        last edited by

        Carpenter Ant

        I post my models here because I want illustrate to others who may be interested in Organic modelling that it's quite possible with Sketchup, largely because of the amazing extensions (QuadFace Tools, Vertex Tools 2, and SUbD) that ThomThom developed. The more I work with them the greater appreciation I have. Model on!

        The painted low poly model was later edited to improve on the leg detail. You can see in the Substance Painter example below how the legs had lost their definition after subdivision. I later used QuadFace Tools to add loops to maintain shape.

        SketchUp_IQMBpS0rDV.png

        Substance Painter
        Substance_Painter_DPiNKBqSrz.png

        SketchUp_CZJkBZ0EaH.png

        SketchUp_AW0qL3Bpwm.jpg

        SketchUp_w5JvoDFOTv.png

        I used the free trial of V Ray and Substance Painter to add some realism. I have not had any prior experience with either so the results are not good, but they do help to add some realism.

        V-Ray
        SketchUp_zRQM4ByzAD.jpg

        "Don't be afraid of working hard. There are No shortcuts to mastering something."

        Robh Ruppel

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        • HornOxxH Offline
          HornOxx
          last edited by

          Klasse! πŸ‘ Great work again. (I love these SketchUp illustrations even more than the rendered versions)

          never trust a skinny cook

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          • alvisA Offline
            alvis
            last edited by

            A short biology lesson πŸ˜„ . Nice

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            • B Offline
              Builder54
              last edited by

              @hornoxx said:

              Klasse! πŸ‘ Great work again. (I love these SketchUp illustrations even more than the rendered versions)

              Thank you HornOxx. I tend to agree with you. The thing I like about Substance Painter is being able to stay in 3D. But I know what you mean about the raw modelling illustrations. Cheers

              "Don't be afraid of working hard. There are No shortcuts to mastering something."

              Robh Ruppel

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              • B Offline
                Builder54
                last edited by

                @alvis said:

                A short biology lesson πŸ˜„ . Nice

                Too funny πŸ˜† The reference photo helped me to redraw the legs to keep their shape and definition

                "Don't be afraid of working hard. There are No shortcuts to mastering something."

                Robh Ruppel

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                • tuna1957T Offline
                  tuna1957
                  last edited by

                  Don’t really like ants. But your ants β€œbitchin ” ! πŸ‘

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                  • B Offline
                    Builder54
                    last edited by

                    @tuna1957 said:

                    Don’t really like ants. But your ants β€œbitchin ” ! πŸ‘

                    A compliment of the highest order hahaha. Thanks tuna1957

                    "Don't be afraid of working hard. There are No shortcuts to mastering something."

                    Robh Ruppel

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                    • B Offline
                      Builder54
                      last edited by

                      My favorite Sci-Fi character


                      Predator_HP.png


                      SketchUp_AbXnzdM71y.png


                      SketchUp_hJ8sQ3pDEF.png

                      "Don't be afraid of working hard. There are No shortcuts to mastering something."

                      Robh Ruppel

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                      • tuna1957T Offline
                        tuna1957
                        last edited by

                        Builder54, Great job on a complex character ! πŸ‘

                        Now to return to earth..... as time allows I go back into my early SubD models and try to fix "rookie" mistakes. Reworked one of my first SubD sofas. Lots of mistakes in the first go round πŸ˜† . Second time around looks much better and even lower poly to boot.... 😎


                        taylor sofa 2a.jpg

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                        • B Offline
                          Builder54
                          last edited by

                          Thanks very much!

                          @tuna1957 said:

                          Second time around looks much better and even lower poly to boot.... 😎

                          Interesting you mention the lower poly count. I'm becoming increasingly aware that my models have way to many poly's, and the key is to keep it simple and strategic.

                          "Don't be afraid of working hard. There are No shortcuts to mastering something."

                          Robh Ruppel

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                          • R Offline
                            ramonbastos
                            last edited by

                            Hello! I noticed that when I use SubD, it creates some polygons that are not really necessary, making the file bigger. You can see in the example below:

                            Polygons generated by SubD

                            Here I erased some lines just to show that they were not necessary.

                            I tried using TT's cleanup, looks like it removes some "random" lines. Of course its not random, but it leaves a lot of lines that I can erase and keep the same geometry.

                            Any tips on how to optimize it?

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                            • GD3DesignG Offline
                              GD3Design
                              last edited by

                              See if 'Fixit 101' will get you where you're going.

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                              • cottyC Offline
                                cotty
                                last edited by

                                @ramonbastos said:

                                Hello! I noticed that when I use SubD, it creates some polygons that are not really necessary, making the file bigger.

                                It's propably because of the SketchUp (inofficial) quad definition:
                                "two triangles share an edge which is soft and smooth - with Cast Shadows turned off"
                                [https://evilsoftwareempire.com/subd/quads]

                                my SketchUp gallery

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                                • N Offline
                                  nlipovac
                                  last edited by

                                  @ramonbastos said:

                                  Hello! I noticed that when I use SubD, it creates some polygons that are not really necessary, making the file bigger. You can see in the example below:

                                  [attachment=1:1fj1e773]<!-- ia1 -->panela 01.png<!-- ia1 -->[/attachment:1fj1e773]

                                  [attachment=0:1fj1e773]<!-- ia0 -->Screenshot_53.png<!-- ia0 -->[/attachment:1fj1e773]

                                  I tried using TT's cleanup, looks like it removes some "random" lines. Of course its not random, but it leaves a lot of lines that I can erase and keep the same geometry.

                                  Any tips on how to optimize it?

                                  I think this is the way Open SubDiv works, it subdivides polygons and does not care if they are coplanar after subdivision.
                                  If you use the Cleanup plugin after you are done with subdivision then you are actually doing decimation of that model by removing edges from coplanar polygons.
                                  Where you can get in trouble after you do Cleanup is texturing where there could be some distorted texture on those polygons.

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                                  • B Offline
                                    Builder54
                                    last edited by

                                    @ramonbastos said:

                                    Any tips on how to optimize it?

                                    You could try tweaking with Vertex Tools Merging Close Vertices. It's demonstrated in this video

                                    "Don't be afraid of working hard. There are No shortcuts to mastering something."

                                    Robh Ruppel

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                                    • R Offline
                                      ramonbastos
                                      last edited by

                                      @gd3design said:

                                      See if 'Fixit 101' will get you where you're going.

                                      Thanks! Great plugin by the way. It worked better than cleanup, but still left some coplanar edges, and looks random too, that will give me trouble when texturing. (See attachment)

                                      @builder54 said:

                                      @ramonbastos said:

                                      Any tips on how to optimize it?

                                      You could try tweaking with Vertex Tools Merging Close Vertices. It's demonstrated in this video

                                      Unfortunately didn't work, some edges that I did not want to merge, got merged.


                                      panela 03.png

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                                      • B Offline
                                        Builder54
                                        last edited by

                                        On a hot summer's night you may hear the buzzing sound produced by a cicada.

                                        Cicadas Brood X 2021

                                        Sketchup Pro 2017
                                        QuadFace Tools, Vertex tools, SUbD

                                        CicadaLowPoly1.png
                                        CicadaSUbDPoly.png
                                        SketchUp_dRZZv8DcwT.png

                                        "Don't be afraid of working hard. There are No shortcuts to mastering something."

                                        Robh Ruppel

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                                        • panixiaP Offline
                                          panixia
                                          last edited by

                                          @ramonbastos said:

                                          Hello! I noticed that when I use SubD, it creates some polygons that are not really necessary, making the file bigger. You can see in the example below:

                                          [attachment=1:155faezl]<!-- ia1 -->panela 01.png<!-- ia1 -->[/attachment:155faezl]

                                          [attachment=0:155faezl]<!-- ia0 -->Screenshot_53.png<!-- ia0 -->[/attachment:155faezl]

                                          I tried using TT's cleanup, looks like it removes some "random" lines. Of course its not random, but it leaves a lot of lines that I can erase and keep the same geometry.

                                          Any tips on how to optimize it?

                                          The proper way to remove those quads triangulations when it is possible (for those quads which are coplanar, that's why you can erase them) would be, after you are done with modeling, to convert the mesh into "plain mesh" and then select all and run the "remove triangulation" command from QuadFaceTools.

                                          Please notice that you are visually erasing those triangulation at Sketchup interface level, but at "machine level" those triangles are still present, so the model will not perform any better in any render engine or game engine, because stuff need to be triangulated in GPU.
                                          What actually matters in therms of model performances are mainly the amount of vertices, the number of drawcalls, the size/compression of the textures, good UV's (if you have too many UV-islands the machine will see much more vertices than you see in the viewport).

                                          Actually I tend to keep those triangles, because they make for proper exporting files.
                                          If you don't triangulate, many external formats/engines/applications will triangulate them in some automated way and you can get weird results, in particular smoothing/texturing artifacts.

                                          If you are into unwrapping/game engine stuff, like I am, you have to love those triangulations and want to have full control over them, instead of having some weird algorithm doing unpredictable stuff in background.

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                                          • panixiaP Offline
                                            panixia
                                            last edited by

                                            Do you remember the quarantine Ferrari-WIP? 🀒
                                            Posted some progress here:

                                            https://sketchucation.com/forums/viewtopic.php?f=81&t=73991

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