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    EarthMoverE Offline
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    Recent Best Controversial
    • RE: [Plugin] Solids Trim and Keep (Pro Only)

      Thanks Jim. Much needed improvement. It's always bugged me about Trim. ๐Ÿ‘

      posted in Plugins
      EarthMoverE
      EarthMover
    • RE: Material's links between sketchup & 3ds max

      You need to point Max to the folder where the bitmaps are. That's fundamental to importing anything into Max and I'm surprised you would spend that kind of money on software and not read the manual. (Anyway, it's Customize > Configure User Paths > External Files > Add > Pick folder > OK) Also you are better off importing the .skp file itself instead of exporting as .3ds. You can also check SciptSpot for a script called Relink Bitmaps. It's a great little tool. In Sketchup you need to be careful too about using unique names as Max works exclusives in Ex Refs for materials and will use the first in the list if there is a duplicate name.

      posted in SketchUp Feature Requests
      EarthMoverE
      EarthMover
    • RE: HOUSE AT DUSK

      I think it looks perfect. ๐Ÿ‘ Perhaps a tad to light in the foreground, but could be as if you used a fill light to take the shot. Amazing work.

      posted in Gallery
      EarthMoverE
      EarthMover
    • RE: E-on-Lumenrt render for Sketchup

      @dburdick said:

      Just a quick heads up that LumenRT version 1.3 update is now available (download it from your e-on Software account page). Key new features:

      1. Support for "face-me" components - they will now all face the camera in LumenRT just like in Sketchup

      2. You can add a custom company logo to show on the splash screen of the LumenRT Live Cubes.

      We are still working to correct a few issues with LumenRT on Mac OSX Lion. Also, a demo version of LumenRT will be available shortly.

      Sweet...what I've been waiting for.

      posted in Extensions & Applications Discussions
      EarthMoverE
      EarthMover
    • RE: [Plugin] Component Array (Updated 27-Mar-2014)

      Great thanks Sam, I'll check it out. Maybe you can make a unified component tools plugin with one toolbar. I'm just being selfish and trying to make my life easier with no regard for your time. ๐Ÿ’š I just finished a project with 60 different kinds of plants spec'd in and it was a nightmare. No worries though, I have a few more keyboard shortcuts left. ๐Ÿ˜‰

      posted in Plugins
      EarthMoverE
      EarthMover
    • RE: [Plugin] Component Array (Updated 27-Mar-2014)

      Thanks Sam! You came through as always. ๐Ÿ‘ ๐Ÿ‘ It would be great to see this developed even further. Perhaps adding functionality for choosing up to three different components and randomly distributing them in the array. Perhaps also an option to randomize scale. Being that this started as a vegetation plugin, those things would make it great for mass plantings. It's a nice simplified version of component spray.

      posted in Plugins
      EarthMoverE
      EarthMover
    • RE: Artisan 2 Wishlist

      DOH! Thanks John, my mistake. Jeez, I feel like an idiot, but glad I know now! โ˜€ ๐Ÿ˜„

      posted in Plugins
      EarthMoverE
      EarthMover
    • RE: Artisan 2 Wishlist

      Doesn't work for me. I'm speaking of using it as a way to lock the border edges so they are not affected at all by smoothing or subd, specifically the corner verticies. If I have a terrain mesh that is cut out in a specific manner to fit a house or path and I want to sculpt and then globally soften or subdivide, I have to manually try and crease all the corner verts and any curved edges. Selecting the perimeter and then hitting crease doesn't do anything for me in this regard.

      posted in Plugins
      EarthMoverE
      EarthMover
    • RE: [REQ] Component array formerly Triangular array

      This would be super beneficial to me as well. Something I've wished for for a long time. I currently use Copy Along Path to Nodes with hand drawn lines.

      posted in Plugins
      EarthMoverE
      EarthMover
    • RE: Artisan 2 Wishlist
      1. Setting Crease to multiple selections at once. Specifically surface borders.

      2. Multiple Edge Chamfer / Offset to allow for the creation of support edges during hard surface subdivision.

      3. Add support for Quad faces as per Thom's Quad Face Tools.

      4. Allow Paint Selection and Paint Material tools to not require a complete deselection before working.

      5. More intuitive box modeling / subdivision tools and constraints. Making it more intuitive to create proxies.

      6. Mesh Solver to help rectify overlapped and tucked surfaces / verticies.

      7. Terrain specific tools

      posted in Plugins
      EarthMoverE
      EarthMover
    • RE: Steampunk arcade machine

      This might be the coolest thing I've ever seen! Kuddos!!! ๐Ÿ‘

      posted in Gallery
      EarthMoverE
      EarthMover
    • RE: Smooth shading bug?

      Interesting. It's probably due to the angle of the geoshere triangles. You can really see what is happening if you unsmooth and unsoften all the edges, then use the eraser tool + CTRL to smooth them one at a time. You have normal smoothing as you start to smooth the inner edges supporting the larger hexagon. The first 5 smooth normally, but as soon as you smooth the last one to complete the smoothed hexagon, then the smoothing data disappears and all the inner triangles revert. Seems that it could very well be a bug. I thought it could the related to the angle of the shape as I've never seen this in any other daily modeling procedures.

      posted in SketchUp Bug Reporting
      EarthMoverE
      EarthMover
    • RE: Courtyard House

      Those last two are great Gareth. Much more natural lighting. ๐Ÿ‘

      posted in WIP
      EarthMoverE
      EarthMover
    • RE: Outdoor Living

      Great as always Marco. ๐Ÿ‘ Particularly great is the texturing in my opinion. I think that's what really sells it. As well as a beautiful home and great backyard design. I just hope no one has too much to drink and accidentally sits down on the fire seat. ๐Ÿ˜ฎ ๐Ÿ˜„

      posted in Gallery
      EarthMoverE
      EarthMover
    • RE: Relaxing space

      I think he's obviously showing the quality of the realtime lighting itself. 2 minutes to light the whole scene and at that quality is pretty amazing. Adam's work as a one man show is rivaling some of the biggest names and biggest budgets in realtime rendering, not to mention adding way more features. That alone is quite impressive. Just think, he is not just posting a render, but a render from an engine he built himself. ๐Ÿ˜ฎ

      posted in Gallery
      EarthMoverE
      EarthMover
    • RE: [Plugin] QuadFaceTools

      Nice work with the UV idea. Just so I understand, once you are able to establish the orientation via the quad distribution, you can then use a larger map over the entire surface and have it distribute evenly? It's not going to just scale the texture per the quad boundaries, correct? If it's doing what I think, it's bloody brilliant! ๐Ÿ‘

      posted in Plugins
      EarthMoverE
      EarthMover
    • RE: [Proof of concept] UVunwrap

      I'm quite surprised by such a low number of downloads on this. I still think it's a great idea!

      posted in Developers' Forum
      EarthMoverE
      EarthMover
    • RE: Advice on post production ?

      The first step would be making sure you render an "alpha" pass or render it with a transparent background, so you can isolate the ship from the background. This will help you add the motion blur and other effects. I also think rendering this with Image Based Lighting via an .hdr or .exr will do wonders to make it seem more realistic and better integrated into the scene. Other than that and it's a pretty cool model. Good work, keep it up.

      posted in WIP
      EarthMoverE
      EarthMover
    • RE: [Plugin] QuadFaceTools

      ๐Ÿ‘ ๐Ÿ‘ Greatness achieved my friend! Thanks for all you do in the name of progress!

      posted in Plugins
      EarthMoverE
      EarthMover
    • RE: 2 rendering issues?

      No worries David. I was more or less just refuting a common sentiment that I hear often on the forum. I thought a lot of inexperienced users may misinterpret what you said. Vray revolutionized rendering solely because of the unique way Vlado performed his raytrace calculations and did it in an open framework. Not all that much has really changed from the initial version of Vray, way back when. Some things have been streamlined and different assets added, but at it's core engine, Vray is performing the same calculations, regardless of what software it is running within.

      posted in V-Ray
      EarthMoverE
      EarthMover
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