sketchucation logo sketchucation
    • Login
    1. Home
    2. hsrhdrehre5654654
    ℹ️ Licensed Extensions | FredoBatch, ElevationProfile, FredoSketch, LayOps, MatSim and Pic2Shape will require license from Sept 1st More Info
    H
    Offline
    • Profile
    • Following 0
    • Followers 0
    • Topics 5
    • Posts 43
    • Groups 1

    hsrhdrehre5654654

    @hsrhdrehre5654654

    10
    Reputation
    1
    Profile views
    43
    Posts
    0
    Followers
    0
    Following
    Joined
    Last Online

    hsrhdrehre5654654 Unfollow Follow
    registered-users

    Latest posts made by hsrhdrehre5654654

    • RE: [Plugin] FredoTools::ThruPaint - v1.3a - 20 Oct 16

      Ok, so here is an example of the problem ->

      The only thing to avoid this, is to press CTRL (force re-paint) and start over, but you will lose the uv position and the texture will not be continous. If i try to pick a sample of the material/uv coordinates and try to kept the texture continuity, it wont work either.
      Is there any way to avoid this? thanks in advance.


      Clipboard01r.jpg

      posted in Plugins
      H
      hsrhdrehre5654654
    • RE: [Plugin] FredoTools::ThruPaint - v1.3a - 20 Oct 16

      Hi, im really happy about this tool, but i have a slighty problem.

      Is there any way to disable the "auto join" feature???? i mean, when im painting, everything is great, but when two paths join, the texture scale/direction gets messed up and the whole thing looks really bad. SO i need to paint from scratch in those zones and continue painting. Curious thing is, before thrupaint treats the painted zone, everything looks great, but as i said, when you release the mouse button to join two paths, everything mess up. If i couuld just deactivate that "feature"... it will be perfect. Other wise, there are always seams and different parts in the painted texture πŸ˜•

      posted in Plugins
      H
      hsrhdrehre5654654
    • RE: [Plugin] FredoTools::ThruPaint - v1.3a - 20 Oct 16

      @fredo6 said:

      @hsrhdrehre5654654 said:

      Hi, im really happy about this tool, but i have a slighty problem.

      Is there any way to disable the "auto join" feature???? i mean, when im painting, everything is great, but when two paths join, the texture scale/direction gets messed up and the whole thing looks really bad. SO i need to paint from scratch in those zones and continue painting. Curious thing is, before thrupaint treats the painted zone, everything looks great, but as i said, when you release the mouse button to join two patchs, everything mess up. If i couuld just deactivate that feature... it will be perfect. Other wise, there are always seams and different parts in the painted texture πŸ˜•

      Do you have an example. I am not sure to understand what is the "auto-join" feature and the junctions of 2 paths.

      Fredo

      The problem i probably dont know how to explain better in english. When you are painting, the way thrupaint works is you make a selection of the zone you want to paint (holding themouse while you paint) and when you release the mouse, thrupaint "tries" to correct the texture scale/position in some faces. This produces terrible results in some faces affected by the painted zone, and the whole thing is useless.

      I dunno how to explain it better, i will try to post a screenshot later.

      Its not something weird, im pretty sure everyone is having this problem. At least, im having in using it on complex meshes modelled with artisan. My guess is, in a low-polygon model, you dont get to notice it, but when you paint extensive zones happens very often.

      posted in Plugins
      H
      hsrhdrehre5654654
    • RE: Exporting UVS to blender

      Well. I figured it out. What i was trying to achive can be done with ThruPaint, from Fredo tools. A little tricky and it takes A LOT of time, but this is what i was trying to achieve -> no blender, no uvunwarp no tricky things. It seems that people really never did something like this lol, nobody was able to recommend me ThruPaint..

      Still i will love to know how to smooth the zoom on Blender, since i still want to learn how to unwrap in a proper way. Nobody??


      Test11texturing.jpg

      posted in SketchUp Discussions
      H
      hsrhdrehre5654654
    • RE: Where to start?

      @rich o brien said:

      Sorry your question included rendering so i presumed you wanted info on that.

      If you want a through subd and sculpting type environment then Artisan is your friend.

      If you want something more cutting-edge, more likely to see updates and to give you a better understanding of good modeling practices then Subd.

      I dont think subd is a good option for him, since it crashes and fails a lot and i dont think its a good idea to use it if its the first time doing organic modelling. I started with subd too, and i needed to move to artisan because , first, it crashed a lot and it gave me constant errors that i never was able to figure out. Subd is far inferior to artisan and modelling more complex models artisan provides more stability and more capabilities. The only thing subd is good for, is that it works with quadfaces. More than that, Artisan is the way to go. Until subd is refined somehow, and treats geometry in a more efficient and stable way, Artisan will be always the option to chose.

      For the op, you could try also Kerkythea, its also free. I mean, rendering engines for free there only a couple of options out there.

      posted in SketchUp Discussions
      H
      hsrhdrehre5654654
    • RE: Exporting UVS to blender

      But, the thing i want to know. What is the cause of the terribad aspect of the sketchup image? if i waste hours placing seams along the model in blender (that if i can figure out how to smooth the zoom, without figuring that out, i cant do anything on blender), that will be correct the problem? or is it something else? the model is not that tricky to paint, i only need to get right the transition between the top to the sides, with the exact same texture, because the whole model is going to have the same texture (not like other models that you need to apply different ones in different parts).

      I will understand that the textures will appear stretched in sketchup, i get that, but one thing is that, and another completely different is re-scaled to the point that you cant even see anything at all lol (because of how big it is).

      Also, if i texture the model, can i import back the uvs into sketchup without problem? this is because i want to render with vray, not blender itself.

      posted in SketchUp Discussions
      H
      hsrhdrehre5654654
    • RE: Exporting UVS to blender

      Well. I tried to do some seam work to delimit the mesh in the uv map. And i found a problem.

      How the hell do i smooth the zoom in the 3d view!!???

      I cant place seams in small parts because of this. Using the mouse wheel.

      posted in SketchUp Discussions
      H
      hsrhdrehre5654654
    • RE: Exporting UVS to blender

      @jql said:

      @hsrhdrehre5654654 said:

      dude, at least recommend me something i dont need to pay for.

      πŸ‘Ž

      I'll do that if you pay me! It will be my first paid advice here!

      Because that's exactly what this community is known for!

      @hsrhdrehre5654654 said:

      or are they just trying to grab money in a pluging that does exactly the same as sketchuv? lol.

      The problem is, i already have plans to buy Artisan if i can get texturing to work. I can't also spend money on something i will probably use a couple of times and, i dont have money to spend anyways. Im not rich. I understand for some people that uses sketchup and other things for professional purposes dont "care" to waste thousands of dollars on these things, even if they are not going to use em on a regular basis. But i cant afford it. Tried the trial version of blendup, but then i noticed its limited to 10000 faces lol, so its useless to serve my purposes.

      Anyways, this is the blender uv mapping. I didnt touch anything, i just did a smart uv unwrapping and this is what i got. I dont think it is that bad. Of course i know the texture in some faces will be stretched but, one thing is that and one completely different thing is what i got in sketchup.... And since the only thing i want to do is to apply the same exact texture to the whole model, i should not be in need of do seams and other things. Or i need to do that anyways??


      Clipboard010.jpg

      posted in SketchUp Discussions
      H
      hsrhdrehre5654654
    • RE: Exporting UVS to blender

      @rich o brien said:

      I'd say the most likely problem is the mesh.

      From what I can see that 'thing' (sorry I've no idea what it is) is too poorly modelled to allow an unwrap to occur.

      Most likely that and maybe some user error if your new to unwrapping.

      Sent from my iPhone using Tapatalk

      The model is built with Artisan, and all the faces are clearly defined. I dont think the problem is the mesh, but i could be wrong of course.

      posted in SketchUp Discussions
      H
      hsrhdrehre5654654
    • RE: Exporting UVS to blender

      @jql said:

      @hsrhdrehre5654654 said:

      dude, at least recommend me something i dont need to pay for.

      πŸ‘Ž

      I'll do that if you pay me! It will be my first paid advice here!

      ??

      posted in SketchUp Discussions
      H
      hsrhdrehre5654654