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    • RE: Full numbers displayed on scaling?

      Thank you, Jeff! I'll try that out awsell, who knows, it might be faster than the Blender method!

      posted in Newbie Forum
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      Analdin
    • RE: Full numbers displayed on scaling?

      To explain it:
      I have created a modular environment for the Unreal Development Kit, but unfortunately I didn't pay any attention to correct scales, and after I made about 150 models, I realized it won't look that good if not scaled right.
      However, scaling 150 models in SketchUp is a real pain, especially if you need to reach a certain number (512 Unreal Units = 512 Blender Units), it takes ages.
      Therefore, I searched for a quicker route, and found it.
      THanks to you guys for helping me out!

      posted in Newbie Forum
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      Analdin
    • RE: Full numbers displayed on scaling?

      Yes, Blender had what I wanted; I needed to have the model the size of 512Β³, and in SketchUp it had something like 23,whateverΒ³, in Blender I was able to scale it up using the properties window.

      posted in Newbie Forum
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      Analdin
    • RE: Full numbers displayed on scaling?

      Damn it πŸ˜„ Then I'll try and look if Blender got something like what I need...
      Thanks anyway for all the answers!
      Cheers!

      posted in Newbie Forum
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      Analdin
    • RE: Full numbers displayed on scaling?

      I do not want to type exact numbers in there, I want to get exact numbers out of it!
      I need to know the exact scaling number.

      posted in Newbie Forum
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      Analdin
    • Full numbers displayed on scaling?

      Hi!
      My question is simple, yet I didn't find any answer so far:
      When you scale an object, there is a little field in the lower right side of the window that tells you by what number you are scaling. Now, I need to know the exact number, and all SketchUp gives me is a "~23.3". How can I tell SketchUp to show me the full number?

      Thanks!

      posted in Newbie Forum sketchup
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      Analdin
    • RE: [Solved!] Need help, exporter isn't working!

      Thank you so much, TIG! Worked perfectly for me! Though, a few faces weren't exported into the OBJ file, it wasn't a big deal to re-add them in Blender.

      posted in Newbie Forum
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      Analdin
    • RE: [Solved!] Need help, exporter isn't working!

      Maybe the polycount is too high for exporting, or there is something I don't see but someone else can. Besides that, I desribed the error, too πŸ˜‰

      Anyway, thanks for replaying!

      posted in Newbie Forum
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      Analdin
    • RE: [Solved!] Need help, exporter isn't working!

      Come on, guys! there must be someone knowing the answer πŸ˜‰

      posted in Newbie Forum
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      Analdin
    • [Solved!] Need help, exporter isn't working!

      Hey hey, guys! Though I'm fairly experienced with SketchUp, I ran into a problem with my latest weapon model: As I try to export it to .OBJ format, the process stops at 56% and sketchup shuts down. In the export options, I don't have any field checked.

      Two images of the model: (polycount: around 70k Tris):
      http://img718.imageshack.us/img718/6619/p903.jpg
      http://img820.imageshack.us/img820/8986/p904.jpg

      Hope someone can help me fixing that one.

      PS: other exporters seem to work (dae format), but they mess up the model.

      posted in Newbie Forum sketchup
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      Analdin
    • RE: Assault Rifle (inspired by AK-47)!

      Uh, I'm sorry! Here are the pictures in a higher res:

      http://img137.imageshack.us/img137/6230/assaultak47portfolio1.jpg

      http://img96.imageshack.us/img96/1876/assaultak47portfolio2.jpg

      http://img710.imageshack.us/img710/5272/assaultak47portfolio3.jpg

      http://img62.imageshack.us/img62/9622/assaultak47portfolio4.jpg

      Have fun!

      posted in Gallery
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      Analdin
    • Assault Rifle (inspired by AK-47)!

      Here's an assault rifle baded on an AK-47 I made within two weeks, 0,5-1 hours per day.
      Enjoy!

      http://img137.imageshack.us/img137/9622/assaultak47portfolio4.th.jpg

      http://img814.imageshack.us/img814/6230/assaultak47portfolio1.th.jpg

      http://img836.imageshack.us/img836/1876/assaultak47portfolio2.th.jpg

      posted in Gallery
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      Analdin
    • Red Dot Sight (aka Reflex Sight) WIP

      Hi mates! Some of you might have seen my Rocket Launcher,and here is another model by me: a Red Dot Sight. Inspirations were mainly "Modern Warfare 2" and this picture: http://www.brotherprice.com/ebphoto/c%20more%20grey%20b.jpg

      Enjoy!

      http://img8.imageshack.us/img8/1557/attachmentreddotsight01.jpg

      http://img59.imageshack.us/img59/205/attachmentreddotsight3.jpg

      http://img205.imageshack.us/img205/1096/attachmentreddotsight2.jpg

      http://img267.imageshack.us/img267/984/attachmentreddotsight4.jpg

      posted in Gallery
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      Analdin
    • RE: Rocket Launcher WIP

      It doesn't actually exist, i just thought it might look cool πŸ˜„
      I gave it the name T4-MP0/N
      πŸ˜„

      posted in Gallery
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      Analdin
    • RE: Rocket Launcher WIP

      Update! I've added a mounting rail and a nice rocket! Enjoy:

      http://img155.imageshack.us/img155/5237/rocketlauncher41.jpg

      http://img811.imageshack.us/img811/2966/rocketlauncher42.jpg

      http://img31.imageshack.us/img31/2967/rocketlauncher44.jpg

      http://img707.imageshack.us/img707/7404/rocketlauncher43.jpg

      Cheers!

      posted in Gallery
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      Analdin
    • RE: Rocket Launcher WIP

      I just thought it might be time for a small update, here are some shots of the new rear Ironsight:

      http://img337.imageshack.us/img337/1751/rocketlauncher24.jpg

      http://img229.imageshack.us/img229/984/rocketlauncher22.jpg

      posted in Gallery
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      Analdin
    • RE: Rocket Launcher WIP

      I've not even modelled the full rocket launcher yet πŸ˜‰ But thank you for the tip, i'll count that in aswell when scripting that weapon πŸ˜„
      Cheers!

      posted in Gallery
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      Analdin
    • RE: Rocket Launcher WIP

      Nah, i don't mind πŸ˜‰
      First, i create the raw model in Sketchup, then fix it (so that it's non-manifold... Blender needs that to be able to lower the facecount). This is the current state.
      Then I import it into Blender to get a nice UVMap onto the model, next i paint it with Blender's Texture Projection Paint tool.
      Then i send the model to another modeler in my team, and he adds bones and pivots to it. (I could do this myself, but the blender export script for UT3/UDK doesn't include bones. However, i've recently heard of a script that does include those things and will try that out soon.)

      Next, i work together with our coder on the weapon script, and when everything works, i start with a new weapon/building/prop/whatever. Or i create nice Materials for our cars. (Now you're confused, cars AND weapons? I'll put a link in here as soon as we announce the project)

      Cheers!

      //edit: no, i use Blender only for UVMapping and painting (and exporting the static model without any bones and pivots for ingame texture/material testing).

      posted in Gallery
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      Analdin
    • RE: Rocket Launcher WIP

      Yes, i'm talking about Triangles (i had them counted in Blender).
      Yeah, the rocket is still missing, but before i start with the rocket, i'll model the rear Ironsight...

      posted in Gallery
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      Analdin
    • RE: Project Tropics

      Scene is looking awesome, man! but you should reduce the reflection of the water, it look like crimson πŸ˜„

      posted in Gallery
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      Analdin
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