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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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                                        • kimgaK Offline
                                          kimga
                                          last edited by

                                          Why do I get a different tresult?

                                          @cotty said:

                                          [attachment=1:2r9ag3t8]<!-- ia1 -->SCF_Cotty_subd09_SUexport.png<!-- ia1 -->[/attachment:2r9ag3t8]


                                          MY ATTEMPT TO DO THE SAME

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                                          • BoxB Offline
                                            Box
                                            last edited by

                                            Looks like you have internal faces.

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