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    SubD examples and models

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    • B Offline
      Builder54
      last edited by

      @alvis said:

      A short biology lesson ๐Ÿ˜„ . Nice

      Too funny ๐Ÿ˜† 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

        Donโ€™t really like ants. But your ants โ€œbitchin โ€ ! ๐Ÿ‘

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        • B Offline
          Builder54
          last edited by

          @tuna1957 said:

          Donโ€™t really like ants. But your ants โ€œbitchin โ€ ! ๐Ÿ‘

          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 ! ๐Ÿ‘

              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 ๐Ÿ˜† . Second time around looks much better and even lower poly to boot.... ๐Ÿ˜Ž


              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.... ๐Ÿ˜Ž

                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? ๐Ÿคข
                                  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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                                      • kimgaK Offline
                                        kimga
                                        last edited by

                                        @box said:

                                        Looks like you have internal faces.

                                        And I noticed that the "i" button hides some settings too... I am getting there...

                                        I`ve seen a few of your renders and as many people before, I would like to ask you, which render are you using....

                                        Just found it in the thread... "It is Brighter 3D done in about a minute with two su materials and lighting from the Sketchucation HDRI Studio Pack."

                                        Thank you.

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                                        • kimgaK Offline
                                          kimga
                                          last edited by

                                          @panixia said:

                                          once you catch the basic trick, every plugin you are confortable with can be useful in the process..
                                          (still missing a quad version of jointpushpull or any other very needed proper quad-shell IMHO)

                                          here is point tools + voronoi + split tools + vertex tools + sub-d + beziere surface + flowify

                                          This was a very nice, quick, and easy exercise...only missing the render - not quite started that topic yet.... I really enjoyed it.

                                          A few years behind, but hopefully I will get there.

                                          BTW

                                          Are SubD2, Vertex2 very different from the first version?


                                          nice.jpg

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                                          • kimgaK Offline
                                            kimga
                                            last edited by

                                            @thomthom said:

                                            @jql said:

                                            It would be cool to have render engines integrated in the workflow maybe Tomasz could be interested and I'll poke him!

                                            There are talks going on with various render engines to allow for them to render high-poly variants from the low-polys.

                                            Is there such thing no?

                                            What render engine suits SketchUp quad best nowadays?

                                            I just started to write a list with real-time integrated engines, extensions for SketchUp. The number is overwhelmingly high. Could some, please, give me a short intro to which one to use for a quick and painless render for a beginner?

                                            I used Artlantis 15 years ago. I see lots of people using V-ray. I know Twinmotion and Lumion - not really what I am after, although both are very cool. Small space or object rendering, with a focus on the material. Is it possible to set up virtual studio in SketchUp, for example with lighting and camera and just pop in the main object and make the render quicker this way?

                                            Sorry that I am posting this in the Quad thread, but as I am going through the posts, the idea came up.

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