thanks thomthom.
That's what i suspected. with so many software i use to each task, i'm starting to mix up shortcuts keys lolol.
Posts made by dacad
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RE: [REQ] Lock texture coordinates
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RE: [REQ] Lock texture coordinates
But back to topic, maybe the best way for this need is to export the mesh to other 3d package texture it there and import it again to set up the final scene, but the big problem here is that importers have big problems with keeping the textures in place with uvwarping or big meshs...But is there any better way to do this??
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RE: [REQ] Lock texture coordinates
I mean that since ruby was introduced it was at the beggining a great way to add specific functions and automatize some actions, and then turn into part of sketchup develpment itself (every "new" stuff that it's presented it's a ruby plugin like DCs and sandbox, and this brings a dated engine to his knees) and the only hope to solve bugs and limitations of the software (we need a plugin to work as follow me was supost to, or just to draw a basic curve shape...) without google having to do nothing (the users work for advance features and solving bugs in the tools instead of the developers).
Keep in mind that we don't have any new modeling tool, animation tool or mapping/texture tool since follow me and sandbox in sketchup 4-5...but i believe that this develpment path was more a marketing decision then a development one, but still a (very) bad marketing decision
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RE: [REQ] Lock texture coordinates
Thanks for the explanation thomthom and Chris Fullmer.
I was hoping it would be possible but that's too bad.... Even if it were updated manually as thom said it would still be great because i think most people would just want the textured model for the final image and not while modeling, posing or whatever, it wouldn't work just for animations.
I'm starting to see ruby as a way for sketchup developers don't work to much...
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RE: [REQ] Lock texture coordinates
Completly agree with you Gaieus.
Because most architectural stuff i've doing is more "cubic" stuff i almost forgot how usefull that could be for more than organic models. But using shape bender, as you said, would have to make a plugin like these compatible with all other modeling plugins, like a plugin working inside other plugin...don't think this is possible or is it?
Maybe these shoulde be a sketchup 8 request instead of a ruby request...the problem is i really don't believe if it matters or not what we need for them... -
RE: [REQ] Lock texture coordinates
Thanks for the answer Gaieus.
A ruby or a sk feature like these is very important because without it we have to texture the mesh everytime we change his form, but if this worked we just have to texture it once and make infinite poses with the mesh while keeping always the same textures position.
Just for curiosity, no one else thinks this would be usefull or need it for sketchup?
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RE: [REQ] Lock texture coordinates
In this image you can see what i mean. If i deform a textured fece i want the limits of the texture to remain the same for the face even if it deforms, stretch, or shrink the texture. The only way for this to hapen right now is turning every single face os a mesh into a component and just using with the scale tool (that was what i did for this image).
If the original texture was projected it will remain projected if i strech the face meaning that the face point will move but the texture position won't.Hope i'm making myself clear enough...
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[REQ] Lock texture coordinates
hi guys
i don't know if this question has been made already but i was wondering if it's possible to lock the texture coordinates in the faces of a mesh? What i mean is for example having a human character modeled in the basic "da vinci" position and i texture it has i want but then i want to start deforming the mesh using the rotate, move or even the ffd plugin but i don't want to each triangular face to lose it's texture position has is it (if the faces change shape the textures in that face keep the same image even if it gest deformed, streteched etc)
Is this possible? it's incredible important for texturing organic models, even basic ones. and i can't find a workable way in sketchup for this. for my last image ("future of plastic surgery") i had to redo the texture and edit the mesh of the final face model for it to work.
This is an extremly important request, because i'm running out of tricks and workarounds for this problemDavid
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RE: Work (UPDATED)
Great work and modeling!!
My only critic is in the render image: the sky could be better giving more life to the image.
Again, great modeled city and details -
RE: [Plugin Idea] Deform Plugin
Coen, for someone with your post's signature, that's a strange thing to say about kwistenbiebel's statement... ("Never punish a person that is honest. ~CN") lolol
About this plugin idea it would be great if it could come true but my question here is how would the number of faces created by the deformation of a face be controled?
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RE: The Future of Plastic Surgery
Thanks for the coments guys
olishea: i think you're refering to the normal map beeing too strong right?I still can't control it 100% but i'm getting there, i hope...
TIG: i didn't know about that movie, specially 20 years ago... guess it's not such an original idea now. Anyway it made me curios about the movie (i'm a movie manic, i see everything that i can grab lol). Does it worth the rental?
I promisse my next image will be much "happier"
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The Future of Plastic Surgery
With all the work i've been doing i've noticed that i stoped working on my personal art/work/projects, so i promise to myself that i'll have to find time to do one personal project per month at leas...or so i hope so..
This image is the result of this and of an ideia that i had in my head for a long time now, of how some people see the "industry" os plastic surgery. I hope i don't offend no one with this picture, because that's not my intention. What i intended were to transmit an ideia of "new faces for sale" that anyone could buy like an action just as usual as buying meat in the butcher...
This image was done in sketchup working with a base model from makehuman, and from this i edited it a lot and rework the shape and design of the face mesh. The plastic bag was done using a box modeling tecnic and the render was kerkythea in unbiased MLT, using 3 light sources (an HDRI for reflections and an soft ambient light, a strong ligh for strong shadows and a dramatic feel and a weaker ligh for ilumintaing a litle bit details in the dark areas. But the biggest work were done in Photoshop for the textures work (i learned a lot in this project)
Anyway, hope you guys like it, and that it won't offend no one with this, and sorry if the image is a bit "heavy" and disgusting but that's what i wanted for this. Coments and critics are welcome (specially for more tricks and advices about lights and setting up a scene that i think it's where i need to evolve more)
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RE: SU8 - WISHLIST
This is getting to a point that starts to be kind of funny seeing the "world upside down"...
Now, it's not the software that evolves to take full advantadge of new hardware but instead it's the hardware that evolves to make a "better" use of old software...and the worst part is we start considering this normal, like it's the hardware manufacters fault and not the sketchup developers.
Love can really make us blind...the question now is: for how long?
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RE: [Plugin][$] FredoScale - v3.6a - 01 Apr 24
ups, my mistake then, but i tough rigging was the stuff related with doing the bones for a mesh and conecting them that was then used to animate or pose the mesh, at least from what i can remember from animating in 3dsmax. I also called it posing because of the transpose feature of zbrush that they say artists use to pose characters wihtout doing any rigging... i'm not even sure if that name is righ (in technincal terms and english terms )
That's a good ideia too, to animate in sketchup, a mix between sketchyphisics and freedo's free scale/bend. the Phisend plugin....lolol
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RE: [Plugin][$] FredoScale - v3.6a - 01 Apr 24
That's cool solo, but don't you mean posing solo?:)
That gave me an idea for an update to ffd plugin for use in posing characters, if we could just place the ffd points in the mesh instead of the standart box position they appear. Is that possible?
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RE: [Plugin][$] FredoScale - v3.6a - 01 Apr 24
Fredo6
First of all: Thank you, thank you, thank you!!! and again thank you...
I'm still trying to find my jaw that fall somewhere in the floor after seeing your video, but nevermind that... You added alot of new and usefull tools to this plugin but the one that really caugh my atention on the video where the stretching one that could turn some components into a simplified DC component. Simply great.
Your one of the reasons that makes me see how lazy and unfocus to modeling (and texturing, animating or new hardware for that matter...) the sketchup development team really is (and how we users content with so few from them). I sure hope you get hired or get some type of recognition from the SK Team, and a lot of donations from us.
I bow before you my friend.
P.S.: did i already said "thank you"?
David
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RE: SU8 - WISHLIST
No chris i don't think that. You're forgetting that are people here that use sketchup as a tool for work and not for hobby and the last thing we need is getting anoyed by ads with our work tool...what stinkie said can be aplied how sketchup start it, it was others sketchup users great works that made others notice skethcup not ads or google earth, and now what you and Google are saying is "let's use the sketchup's fame as a good modeler to make people use it now for Google Earth and Publicity..."
And what do you mean by "Where does Google say it is developing SU as a serious modeller? Does the Sketchup team give you that impression?"?!?! You use sketcup since what version? 6? 5? In case you don't know or forgot about it, initially sketchup was developed as a ArchViz and Concept Design tool, but as google bought it starting losing his ArchViz focus and gaining a Google Earth focus. Righ not is also losing the concept design focus and becoming more and more a tool for companys advertise their objects by 3DWareouse. But i agree with you about SK team doesn't giving that impression, and now you also want sketchup be used to get ads...getting better and better...
You need to keep in mind one thing, when The Sketchup core stops beeing about creative modeling and start being about ads, GE, or any other thing, Sketchup will DIE, because it will lose the users that made him what it is today. And what will you show then to promote the use of sketchup? Companys poducts? Google Earths Blocks? be carefull with what you wish for...
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RE: SU in the design process: the matter of โWorkflowโ.
plot-paris
There's not just one "correct" workflow when working with this aplications, anyone can do the same things using diferent methods, and because the main tools are about the same if you master one of the apps you can probabaly do just about the same things in the other two (as soon as you know where every tool is). And that's not the only way to put a cube in top of other. You can move the entire cube and align it using the axes putting the units, snaping to other primitive (i supose the cube is one of the primitives), and so on. Moving each face of the cube can't be the only way (imagine you're moving the mesh of dragon with 30.000 faces...you won't move face by face). But you can see what i mean.
The main diference between sketchup and the major 3D apps it's sketchup just working with faces and the others working with solids, nurbs and also faces. Other bigger diference, that for me is one of the things that is killing sketchup right now as a tool for 3D creatives, is beeing at the same time a presentation and modeling aplication. There's no render in sketchup, there's a optimized output, you present the model in the same space you use for modeling, "what you see is what you get" so the engine can't be fully optimized to just modeling or just rendering/output. In the other apps modeling and rendering it's completly diferent parts, what you see in the "model space" isn't what you're gonna get with the render.
So sketchup and Maya/3DS Max/XSI can't really be compared, and don't worry about beeing faster doing in sketchup simple things because that's an illusion if you're comparing a master in sketchup with a master in 3DS Max (or any of the others), and a master in 3DS probably means that he also masters photoshop (because he also makes is own textures, bumps, spectacular maps and so on...) so his final presentation will always be better than the one from sketchup...These software can also be very specifics, there's firms that have people specialized just in modeling, other people just for texturing, animation, or rendering. There's even a animation with maya class in England (for example) of 3 years with a one class just for texturing that takes 6 months...
The thing you have to ask is "Are you willing to have the patient, time, and dedication this kind of software needs to master it?"
David
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RE: SU in the design process: the matter of โWorkflowโ.
Hi plot-paris
You are right about the main tools used in film business (3DS Max, Maya, XSI) but it's not that simple. Everyone of them can do everything and in the end it will probably depend in wich firm you're working (if you're working as a freelancer normally it doesn't matter because you'll probably be asked to do a specific model and deliver it in a 3D format that anyone can open). Autodesk owning the 3 just means, right now, more compability between them.
3DS Max it's not the one "just for games", Metal Gear Solid 4 for example was done in XSI (but Hideo Kojima's firm is changing the workflow for Max too...) but XSI represents less that 10% of the market, Maya is still the most used for animations, and Max will always be strong because it's the standart of the industry and because the many plugins it as.
But you even have to keep in mind other players like Zbrush; that it's the King when it comes to adding detail, character and organic creation (with firms workflow like create the model in Zbrush export it to other and animate, or importing a mesh and addind details in it, or to make a hi-resolution model and use it to do the normal maps), Houdini 3D, for animations and SFX and then exporting to other renders; Modo, mostly because the modeling tools, and even Sketchup, for doing the (very) basic model concept before importing it other 3d apps or Photoshop for mate paintings.
So as i said in the beggining it's everything but a simple choice but if we're talking about animation Maya is probably still the best choice (the animation tools are stronger) and most in the business work or have worked with it.
P.S.: I'm no expert in 3D, i'm just a guy that "plays" a litle with 3D and likes to keep up with things in the 3D business, beeing fortuned for having good discussions about this with close friends that work in this area (TV, Advertising, 3D, Web, Programing...)
David
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RE: SU8 - WISHLIST
Hi guys.
Sorry for not beeing political correct with that previous post but i really wanted to start a discussion and make you think about this.
Remus and Linea:
Right now there's a 64 bits version os 3DS, MAYA, XSI, and all renders known to men, Layout is multicore and so on, for real time graphics most of the game engines these days displaying real time graphics reflections lights and so. Having a quadro graphic card to work against a gforce 6400mx right now is about the same thing for sketchup...
And even if it's not possible for sketchup modeling, can't 64 bits be used just because for more ram available for having more things in the screen at the same time, and multicore just for the calculations like the exports and intersects and so on? do you really believe this?
And in 4 points you just discorded of this one? So you too think that we're sick of google earth integration, they take too much time to solve problems and they make extremely bad decisions for changes in the workflow?
About beeing polite to them...lol i'm sorry but i can't stop smiling on this one...just for curiosity try to open your version of SK4 (or 5) with one model of yours. Guess what now? It's exactly the same!! Nothing change! The speed, the poly limit, the animation tools, the modeling tools, the texturing tools, and of course the bugs exactly the same (well sk7 have some new ones...).Now please remember me when was SK 5 was launched?
chrisglasier:
What else do we have to do more to show google that sketchup have to be improved? I'm really interested on this one because i really wanna make myself heard, but the poly limit it's a problem since ever, the shadow bug since version 5, and we already have workarounds for about everything (hell google even teach us how some workarounds so they know the limitations).kwistenbiebel
Thanks for the direct suport . I wasn't really expecting anyone to completly agree with me and defend that (especialy after showing how much frustrated i'm getting about the development of SK), but more to just make people discuss and think about this. So, again, thanks
I still think that i didn't said any lie about sketchup...