This model isn't a million miles from what you are doing, so it should give you some insights on how you need to build the control mesh:
https://www.facebook.com/SUbD4SketchUp/posts/1679320352131906
This model isn't a million miles from what you are doing, so it should give you some insights on how you need to build the control mesh:
https://www.facebook.com/SUbD4SketchUp/posts/1679320352131906
I'm fairly certain it was a feature a while back, but was then lost in an update.
I've mentioned it before and seem to recall you saying that it was on your to-do list for Version 2, but I could be wrong.
Same here; I'm really busy with SUp work and when I do discuss anything SUp related it's more convenient to do so over on FB.
The glass texture is added in order to use bump. I do this to add the same distortion seen with real glazing.
Thanks guys.
@pmolson The property is situated on a busy main road, so you currently have to stop traffic and reverse onto the drive, or reverse out into traffic. The client needed the visuals to show that the new design allowed enough driveway for two cars and space to turn the car around.
Thanks HornOxx & Mike Amos.
Revisiting these images, the one thing I'm not happy about is the flatness of the lighting. It's closer to real world conditions than if I used an unclipped HDR, but I think I took things too far.
The flatness is in part down to using a 360 sky from Streetview. I think I just need to add a little physical sun, or paste an HDR sun into the Streetview sky.
Thanks Cotty & faust07
@faust07 said:
But who needs the antennas at the chimney today?
Most houses in the UK still have TV aerials - either for Freeview digital TV or because the occupants havenāt bothered to take them down (Iām guilty on that front). All the aerials in the render exist in reality.
Real estate promotional images for a semi-detached house renovation project.
Sketchup 2017, Thea Render & Photoshop CS6
I've also included a photo of the actual property, with the renders printed onto a billboard.
Wow! I didn't imagine so much of the work would be done in SUp.
There is a quite a lot of difference in the quality of the line work (between SUp and the final images). That's why I assumed that you had exported to Illustrator. Is this done by simply exporting at a really high resolution and then scaling down?
I agree, fantastic work!
So, is it all modelled in Sketchup and then exported as vector artwork, or are just a few of the elements modelled in Sketchup?
I've just received my annual Maintenance and Support notice, so it looks like Trimble decided against a subscription model...for now.
@cuttingedge said:
I was refering to Max files (from CG axis, evermotion etc) full scenes being converted to sketchup...
Many of those are pirated, but it's rare that you see something that can't be done in SUp.
I think we don't see many examples because a lot of people are happy to buy, download and import whatever they need. It does take a lot of dedication to model complex items in SUp, so it's sort of understandable.
Have you checked out the SUbD examples thread recently?
I thought as much. Since no two meshes will be the same, it probably means you would need some kind of AI to interpret how something is subdivided.
A nice āsolidā confirmation from box .
Would it be possible to have a tool similar to crease, where you select two loops and SUbD doesnāt subdivide between those points?
Thinking about it, that sounds almost impossible to implement....just throwing it out there.
Letās face it, if the Warehouse is anything to go by, there are a lot of people making ābadā SUp models.
Iām often sent models by clients and itās rare that I donāt have to rebuild everything from scratch.
I'd be interested in an answer to this too.
As long as your modelling is watertight and prepared properly for printing, I wouldn't have thought that there would be an issue.
Box seems to get some great results from SUp, so it might just be that this company isn't used to working with good quality SUp models.
@optimaforever said:
The objective is to be able to get rid of some redundant loops that only add useless polys and keep adding details only where that matters...nobody seems to talk about this?
It's something that's occurred to me before and I've tried to deal with it by adapting my approach to creating control meshes and also removing loops after subdivision.
I just assumed that there isn't a way around creating so much unnecessary geometry.
The subject of liquid in a container has just come up again and this time I managed to dig out details for the proper modelling approach (it's mostly the same as Kerkythea).
http://www.thearender.com/forum/viewtopic.php?f=54&t=5817&p=47075&hilit=bubbles+coffee#p47077