really can't wait for 401. if its as good as it looks...will really make things easy. now if i was just a better designer....
Posts made by gaganraj
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RE: Sketchup to modo
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RE: Sketchup to modo
i know. the bills just pile up for all the software needs. but i'm thinking the Modo 401 might be a really tight package in terms of art needs. those material/environment/model presets are suspiciously Sketch Up like!
this video is exciting:
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RE: Sketchup to modo
as far as i know it doesn't have the option, but i'm a modo noob, so if someone knows otherwise please chime in. sounds like a great option though!
solo, is vue only a renderer? You might be interested in Modo 401's new drag and drop texture/lighting presets - as well as its own warehouse of prebuilt items. check it out:
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RE: Sketchup to modo
not sure what you mean by 'update' model and modo's 'referrence' features? if you could clarify i'm sure someone would know...
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RE: Sketchup to modo
stinkie: very cool. i've been wondering what that is. thanks.
xrok1: ya, I just double checked, the obj. method is pretty much the only way to get basic shapes out of SU and into sub-d mode in modo. but it is working pretty well so far....
working on UVing right now. when i get a better handle on it i'll throw some up pics of what i've learned.
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RE: Sketchup to modo
ahh nice! i'll try that. still learning subdivision modelling, so all these new tools take a while to get a handle on.
thanks!
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RE: Sketchup to modo
really? i find everything to be double sided and triangulated. i'm unable to subdivide anything. can you show me a quick example? it would be cool to get a thread going on techniques utilizing both these programs together.
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RE: Sketchup to modo
I tend to only use the SU importer if i don't plan on changing the model once its in Modo. If all i need to do is add a few procedural textures and render than i'll use it. If i plan to work on the model in SubD's in Modo, use the Obj method. that way you can sketch the basic form in SU and detail the model in modo.
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RE: Sketchup to modo
Hey there,
this is a very basic tutorial going from SU to Luxology Modo. I would love for other poeple to contribute anything they have discovered in their process of using these two pieces of software together.
- Build initial shape in SU. This is getting easier and more and more sophisticated with all the great plugins!
- Export image as an .obj. Use the settings on the screen cap.
- In Edge mode in modo (you can scroll thru the selection modes by hitting space bar) select the triangulated edges and delete them using the 'backspace' button.
- In polygon mode start to select adjacent polys and hit 'L'. this will select the looped polys. then run loop slice. Have it set to any number of edges you desire inorder to tighten up the edges when you subdivide. In this picture i've already cleaned up the triangles, added a few loops and subdivided by hitting the 'tab' key. In order for the shape you've designed in SU to keep its form, there need to be enough 4 sides polygons equally spaced throughout the form. To add more use loop slice, slice, and axis slice amoung others.
- final form - then on to texturing it and rendering!
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RE: ReD and WhiTe
reeeaaaallly nice renders. and great integration of the people - you've softened all the right edges to make them drop in nicely...
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RE: [Obsolete] BZ__Arc for BezierSpline 1.2
everytime i try to leave SU....i just get dragged back.
i'm unable to download the icons. For some reason there is no download link?
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RE: Fantasy distraction...
Great painterly style! I absolutely love the sky and castle. I agree about that rocks though. maybe a bit more natural and the entire thing would come togeter beautifully.
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RE: Filetting and Bullnosing Edges
you can also use subdivide and smooth. run bevels along all the faces very close to the edge. then subdivide.
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RE: New work
Thanks for the compliments.
I'm starting to model more in modo. I just understand my SU workflow so well, its difficult to make the shift. I'm struggling a bit with sub-d concepts, like having the right number of polys/loops to retain your models structure. But that is another issue. I really love SU's simplicity.
not to change the subject, but I was thinking if it was possible to somehow create a UV extension for SU.... kind of like vray is integrated into the SU interface, or even layout and style builder - i wouldn't have to learn modo!
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RE: New work
yeah, syd mead is in my blood. he's an alum of the same school I went to.
i've attached some process:
- this image is for a car company. so the final image i posted in not the actual image, as i can't show you the concept vehicle. but I always start with a sketch. establisihing overall color, lighting and a little design.
- I do the sketch at the final proportion I want. usually close to 1 - 1.85 format. widescreen. Then I matte painted the BG.
- Photomatch my sketch painting in SU, and start to build over it. I'll usually go between 2d and 3d designing and redesigning till it all works.
- Then I bring my image into modo. I used the SU importer. Applied some procedural textures, GI, reflections, bumps and lighting. I have a script that will match the SU camera to the Modo camera.
- then composite the image in photoshop and add details - see final image.
let me know if anyone has any other questions! The SU - Modo transition is a bit hard, but i'm figuring it out...a SU/modo hybrid would be the perfect solution....
this image is pretty detailed and I had a lot of time to do it. most of my production work is looser. You can see some of it at http://www.totalrihal.com
cheers
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New work
a few new sketchup pieces. modelled in SU and rendered in Modo. and lots of photoshop of course.
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RE: Sketchup Plugin for Multitouch: Beginner doubt
ahhh, sorry about that! I'm from the states - studied industrial design at a place called Art Center College of Design. I was looking at your blog and just realized you're in uni in rajasthan! anyway..sent you a pm.