SubD examples and models
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Good old Ben Gun, Treasure Island I think?
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@box said:
This was a 10 min model to help someone in another forum.
Thought I would throw it in here if anyone wants to use it as something to start from and see what you can make of it.Thanks Box,
You inspired me to at least try: SubD...Vertex tools & Quad face tools.
I think I made a sufficient mess of your cartoon man.(see Non-SubD .skp)I learned enough today, to know I need to research some more, before learning/forming any really bad habits.
Best regards,
CharliePS/FYI...SubD file too large to upload
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@rich o brien said:
here's a raygun model i was doodling with last week.
now to finish texturing it...
[attachment=0:2glttolj]<!-- ia0 -->Substance Painter_2017-07-14_21-32-24.png<!-- ia0 -->[/attachment:2glttolj]
That's rendered in Sketchup, Thea? Texturing looks sweet, I gotta try out substance painter.
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Me too.
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@andybot said:
That's rendered in Sketchup, Thea? Texturing looks sweet, I gotta try out substance painter.
That direct in the Substance Painter viewport. If you're half thinking of adding SP to your workflow don't waste time procrastinating it. Dive in. Best decision I ever made.
The reason WrapR got kickstarted. SketchUp needed a better way to get UVs.
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@rich o brien said:
@andybot said:
That's rendered in Sketchup, Thea? Texturing looks sweet, I gotta try out substance painter.
That direct in the Substance Painter viewport. If you're half thinking of adding SP to your workflow don't waste time procrastinating it. Dive in. Best decision I ever made.
The reason WrapR got kickstarted. SketchUp needed a better way to get UVs.
Hello Rich,
Just a quick FYI...Substance Painter and associated software is on sale. That being said would you recommend just Painter or the entire Substance Pack?
Regards
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Painter is used to directly paint materials (colors, height, roughness, normal, etc...) into a correctly UV unwrap mesh. You can also use ready made materials, with special effects that are affected by the shape of your mesh. You can also import textures and paint your mesh and there are other more advanced options. It's incredibly powerful at that but it really requires a UV unwrapped mesh without it it won't work.
Designer is a material creation sofware that is also capable of texture your model. You can create materials procedurally or based on images, you can combine materials and texture your model. You can also apply effects that react to your model's geometry but you cannot handpaint your model.
The materials used in painter are created with designer, but designer allows you to create materials for any software that uses bitmap textures for materials.
Bitmap to Material is a very very "simplified version of Designer" where you can create materials from base textures for any render engine or software.
Without knowing what you do, Rich cannot recommend any of the above. I would recommend designer for people that use sketchup and render software for stuff like architecture where you need to create materials even if you will eventually texture some of it using UV unwrap meshes.
I would recommend painter for people that use sketchup for isolated objects as it's more likely that they are able to UV unwrap them. If you know that your texture process will eventually lead you to a UV unwrapped mesh, painter is definetelly worth it as you can see in the raygun above.
I would recommend Bitmap to Material for people that will only search for images and convert them to materials.
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@jql said:
Painter is used to directly paint materials (colors, height, roughness, normal, etc...) into a correctly UV unwrap mesh. You can also use ready made materials, with special effects that are affected by the shape of your mesh. You can also import textures and paint your mesh and there are other more advanced options. It's incredibly powerful at that but it really requires a UV unwrapped mesh without it it won't work.
Designer is a material creation sofware that is also capable of texture your model. You can create materials procedurally or based on images, you can combine materials and texture your model. You can also apply effects that react to your model's geometry but you cannot handpaint your model.
The materials used in painter are created with designer, but designer allows you to create materials for any software that uses bitmap textures for materials.
Bitmap to Material is a very very "simplified version of Designer" where you can create materials from base textures for any render engine or software.
Without knowing what you do, Rich cannot recommend any of the above. I would recommend designer for people that use sketchup and render software for stuff like architecture where you need to create materials even if you will eventually texture some of it using UV unwrap meshes.
I would recommend painter for people that use sketchup for isolated objects as it's more likely that they are able to UV unwrap them. If you know that your texture process will eventually lead you to a UV unwrapped mesh, painter is definetelly worth it as you can see in the raygun above.
I would recommend Bitmap to Material for people that will only search for images and convert them to materials.
Hello JQL,
Thank you for the thorough explanation.
Regards
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@carto said:
Just a quick FYI...Substance Painter and associated software is on sale. That being said would you recommend just Painter or the entire Substance Pack?
JQL answered for me.
If Node based material creation is something you want to add to your skillset then Bundling Painter and Designer is a must.
As with all software considerations trials are the best way to decide. For Designer, you need to clear your workload to really see the benefits.
I recommend watching Sharpstance tutorials on YouTube.
But if you can source Substance materials online then the Substance Player is all you need.
Horses for courses.
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That is indeed a very impressive first post. Well done.
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My first post here
I'm working on the B194 - Schueys first WC-Racer in Formula 1:
Based on a rough poly-model i redraw the car with QFT, SubD and VT.
Great tools. -
@tengel07 said:
My first post here
I'm working on the B194 - Schueys first WC-Racer in Formula 1:
Nice!
That's the one that was first to have that double-decker front nose wing, right? -
At this step the front recalls old Bugati!
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Impressive, RichΒ΄s gun and B194. WOW! Can wait to see B194 textured.
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More progress pics:
At least: Rear-Wing and Front-Suspension needs to be "Quaded"
Then UV-Wrapping and Texturing with WrapR-Beta... -
Coming along Nicely Tengel07
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I found my Grandpa's old Oiler in the back shed and gave it a bit of a clean up, do you think it would be a suitable candidate for SUbDing?
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So you are from Aladin's family!
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I gave it a go, what do you think, is it close?
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@tengel07 said:
At least: Rear-Wing and Front-Suspension needs to be "Quaded"
Then UV-Wrapping and Texturing with WrapR-Beta...This is look VERY good!
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