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    ⚠️ Important | Libfredo 15.6b introduces important bugfixes for Fredo's Extensions Update
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    • RE: [Preview] Wrap-R Video #5 - Quad Support

      Count me in for testing.

      Work flow Question : so if I had modelled a radiator I'd then uvmapped it using wrap-r - I then wanted to make it rusty and bashed - I could take this model and uvmap into substance painter paint the rough edges and rusty corrosion then can this come back into sketchup? Would it be a .fbx?

      posted in Extensions & Applications Discussions
      cmeedC
      cmeed
    • RE: [Preview] Wrap-R Video #4

      @rich o brien said:

      @cmeed said:

      Are you close to beta release? Can I help?

      Close to alpha release. I appreciate the offer though πŸ‘

      There'll be an announcement this month regards beta testing.

      Cool , happy to help with Alpha , Beta or pint-a-bitter

      posted in Extensions & Applications Discussions
      cmeedC
      cmeed
    • RE: [Preview] Wrap-R Video #4

      Are you close to beta release?
      Can I help?

      posted in Extensions & Applications Discussions
      cmeedC
      cmeed
    • RE: [Preview] Wrap-R Video #3

      Riiiiight got it! The ramp clip is a good example - revelation time.

      posted in Extensions & Applications Discussions
      cmeedC
      cmeed
    • RE: [Preview] Wrap-R Video #3

      So Substance painter then .... Thea or render package?

      Basic question - as I use 'thea for sketchup' will wrap-r after its unwrapped a model then it's sent back to sketchup for 'thea for sketchup' to render - will sketchup hold this wrapped/unwrapped information?

      So this unwrapping is one step further to texturing a model or asset that fredo paint for example, can do?

      posted in Extensions & Applications Discussions
      cmeedC
      cmeed
    • RE: [Preview] Wrap-R Video #3

      As we wait for this amazing extension with bated breath, can I ask a question.
      What opportunities does it open for those waiting? What workflows are now available

      I'm interested to know what people will use this for. For me I hope to get sketchup and unreal working together (fully as only simple rectangular geometry works at the moment)

      Texture unwrapping will be a new discipline for me I know very little about how it fits in to workflows - mine is - sketchup to thea then presentation.

      I'm very interested in unreal4 maybe just for fun but a goal would be to present moving visuals.

      posted in Extensions & Applications Discussions
      cmeedC
      cmeed
    • RE: [Preview] Wrap-R Video #2

      ....actually i think the second UV channel is now created by default by UE if the model doesn't have one...I just remembered.
      I ran into problems where some of my model would be fine in UE for a while then after a 'lighting' build everything went crazy - supposedly due to the lack of the second uv channel. anyway, like you, finding time to try and experiment is hard to find.

      posted in Extensions & Applications Discussions
      cmeedC
      cmeed
    • RE: [Preview] Wrap-R Video #2

      Also - will we be able to get models into games engines?
      a second UV channel was needed for Unreal for example.

      posted in Extensions & Applications Discussions
      cmeedC
      cmeed
    • RE: [Preview] Wrap-R Video #2

      question on the video...
      the shell of the car was mostly green. The areas around the lights were red while an area opposite was blue - This indicates the checker material is being squashed or stretched? red squashed blue stretched. So will WrapR be able to fix this?
      how? - by moving the vertices around individually? I don't know much about UV mapping....

      posted in Extensions & Applications Discussions
      cmeedC
      cmeed
    • RE: [Preview] Wrap-R Video #2

      looks amazing....
      c

      posted in Extensions & Applications Discussions
      cmeedC
      cmeed
    • RE: What if unwrapping sketchup models was kinda easy....

      If it helps to know how this would help me, it would be a stepping stone into unreal 4 (or other game engines) If it does do that is course. It would be a familar programme/methodology to making this happen as opposed to learning a new program as well as how to unwrap/wrap models.
      I too have substance softwarer (recently purchased - haven't learnt how to use it properly yet)

      posted in Plugins
      cmeedC
      cmeed
    • RE: What if unwrapping sketchup models was kinda easy....

      I'll buy.... Looks great
      I've thumbed you (hold on that sounds nasty)

      posted in Plugins
      cmeedC
      cmeed
    • Lumberyard - free new Games Engine from Amazon AWS

      Hello All,

      Just seen that Amazon have released a new games engine that's free to use. graphics are handled by Cryengine and the the rest is Amazon Web services (.... Amazon Web Services, is a collection of cloud computing services, also called web services, that make up a cloud-computing platform offered by Amazon.com. These services operate from 12 geographical regions across the world. Wikipedia) They 'host', if thats the right word, and make money that way and not cut of the profits of the game, the costs are the AWS services you use

      So the source code is open - not open sourced but you can adapt it - i'm not really sure that totally makes sense but have a look on the website if your interested and decipher for yourself

      favicon

      (aws.amazon.com)

      The thought that came into my head , this could be a packaged up as Architects Software(game) and we could all use it - how about a subscription fee and not a hefty incredible fee like lumion. love the software hate the price.

      thats the daydream but does SU get on well with cryengine?

      C

      posted in Extensions & Applications Discussions extensions
      cmeedC
      cmeed
    • RE: Clipping plane - yes clipping plane!

      Thanks
      i'm trying again

      posted in SketchUp Discussions
      cmeedC
      cmeed
    • RE: Clipping plane - yes clipping plane!

      Not any great detail as its mostly trees near the studio. Which would need to look realistic then these trees create a long avenue to the landmark. There's grass along this which breaks every now and then for a road or a fountain.
      I've google mapped the location

      posted in SketchUp Discussions
      cmeedC
      cmeed
    • Clipping plane - yes clipping plane!

      Hello All,
      I know. The old favourite question is back.
      I would like to know the limits of clipping planes as i have to model an area 900m x 700m is this possible?

      I am trying and i think not......concur?

      does anyone know the limits?

      I have a very specific brief requiring a camera to be 800m away from a national Landmark and i need to know what this Landmark looks like from this certain place. It'll be inside a small studio, Its for a TV Programme. Any help much appreciated.

      Cheers
      Chris

      ps ive done this - http://help.sketchup.com/en/article/36261 - i just think its too darn big

      posted in SketchUp Discussions sketchup
      cmeedC
      cmeed
    • RE: Unreal 4 Engine

      It is good isn't it? If only all those other confusing bits where hidden away and you had a lovely UI with a couple of bars at the bottom that magically altered everything just the way you liked it!....

      (Actually this is what Lumion et al do and is maybe why the results all look similar, no dis - just saying).

      posted in Extensions & Applications Discussions
      cmeedC
      cmeed
    • RE: Unreal 4 Engine

      Great idea. Go on then ....
      In the unreal marketplace there is an architect aimed bit of kit. It's called HAL. I think. Have a look. I think I mentioned it in an earlier post here. It's not twinmotion/lumion and, like your thinking, ue4 could easily be similar. Certainly cheaper. Lumion looks great now but for the price.

      posted in Extensions & Applications Discussions
      cmeedC
      cmeed
    • RE: Unreal 4 Engine

      @kaas said:

      @cmeed said:

      Try this.....

      I just had a look at the videos. Its nice he/she did take the effort to try to explain his/her 'workflow'. I would suggest though to look for another source of information to really get a really useful workflow going for more complex scenes, nice results and acceptable calculation times.

      As I said above I managed to get a model in to UE4 tonight. lots of errors though. Although none visible as far as I could see.

      I have 2 questions you may know the answer to
      have you tried getting a textured sphere or a shere with an image on it? I tried but when UE4 compiled shaders it took ages, it took each individual face as a new texture - I've tried a few times all the same

      the other question
      I'm looking to import the whole model and not place individual items ( i do this by dragging all the meshes that have been imported onto the view port (easy)) but my scale is really off - do you know the method of setting this up on export or during import (there's an option (for .obj) to use model units or millimetres etc and a scale option in UE4)

      tonight i've only exported as an .obj, have you used .fbx?
      (that's 3 questions)

      posted in Extensions & Applications Discussions
      cmeedC
      cmeed
    • RE: Unreal 4 Engine

      @pilou said:

      Curious that is not existing an SKP direct format!
      In Unity you import directly an .SKP file! πŸ€“

      Maybe there is a trick like Load the .SKP file ( Texture + material) in Unity
      Save it with a format compatible with UE4
      Relaod it inside UE4

      theres a few post on the ue4 forums about supporting .skp but they don't seem to want to. what you will now ask is what format to export from SU - .obj but make sure you follow some rules regarding your textures and Mapping them correctly see previous post for youtube link. you can use .fbx i think. I've managed to get a simple model in tonight and build some lighting. Best i've done so far but still theres errors

      maybe going through Unity is a good idea, I've not heard anyone try.

      posted in Extensions & Applications Discussions
      cmeedC
      cmeed
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