Um, downloaded it yesterday. Says it's V-Ray for SketchUp 6.0 SR1.5
Latest posts made by Kenny Bones
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RE: Vray for Sketchup - Problems with materials
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Vray for Sketchup - Problems with materials
Hi good folks! Not sure if this is the correct forum or not, but I'm trying out Vray for Sketchup and I can't help to notice that is seems as though Sketchup's materials and Vray's materials are complete separated? When I apply a Vray-material to a sketchup-model, it doesn't show in Sketchup. Only when I render, which makes it a bit hard to tell what's actually going on without having to render everything.
Now, I also noticed that, once I've applied a Vray material to a section of a model, then I can't seam to get it off. I've tried to select "apply material" and select "none", but it doesn't do anything.Also, I've tried to use a Vray glass material on a portion of the model, a clean straight face actually. But it doesn't look like glass at all, it's completely distorted reflections from the back side and when it looks as though the backside of the face is completely black! Why?
This is a single faced wall, no thickness on the wall at all. So the material should be applied to the both sides right? -
How to avoid moire-effects?
Hi, I've noticed that I get alot of moirè-effects with my tiled textures in Sketchup. Is there a way of avoiding this?
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RE: Texturing - Would this be a smart approach?
Well, at first I'm creating the city to be used in Google Earth. And it's all done using Sketchup. But at a later date, I'm eventually going to use the assets in a game engine. But that's pretty far ahead in time.
During the work with Sketchup and Google Earth, some buildings will probably be repeated. But just a few since this is city that's evolved from scratch about a thousand years ago. Meaning that the buildings aren't even mathematical correct at all.
So I thought I'd use a smart way of texturing to save memory and thus, increasing performance that way. That's why I'm tiling as many textures as possible. The models will be quite simplified and won't have a high polycount at all. At a later date, I'm going to take pictures of the buildings and use CrazyBump to create the bump-maps etc. I've already done some testing on this and the results is very nice indeed! -
RE: Texturing - Would this be a smart approach?
Wait what? You say you create a more detailed versjon of a model. Then create a render of it from one side and then cut out the side from the render and then use that as a texture? Can't image that it would look very good though? I mean, sure it looks pretty nice in Google Earth as far as I can tell from the screenshot you posted. But still, I'm modeling a whole city and these models should be used in a game engine at a later date. Which means that I need to be able to use these models as much as possible to ease the production pipeline. And of course, we're gonna use multiple textures such as diffuse, bump and specular maps. This sure is a tough one. Considering that the method I end of going for would have an effect on the project at this later date. Need to figure out the smartest way of doing this.
@ Modelhead, do you have any examples of how it end up looking after you export to a game engine? And you never ever have any problems with the exported geometry? Wow, that's amazing. I've tried exporting to 3ds and obj and the result is always a huge mess.
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RE: Texturing - Would this be a smart approach?
Ok, nice to know that I'm on the right track atleast!
Do you have any experience with exporting these models into other 3d apps? What do you think would happen around these windows and lines? -
Texturing - Would this be a smart approach?
Hi! I'm beginning a huge project which includes loads of models of of buildings which will, eventually, form a whole city. I'm currently more at the planning stage but have done some models and some textures. And I'm wondering what would be the best way of texturing these buildingds? It's first and foremost meant to be used in Google Earth but will a while later be imported into a game engine. So I probably need to think about that too.
Anyway, I guess that tilable textures would be the way to go right? Now, concidering windows and stuff, I've done it this way right now:
http://img385.imageshack.us/my.php?image=tempqi1.jpg
Is this a stupid way of doing it? I've drawn lines around the edges of the window to make sure it blends the best way I can. And many of the textures will be reused on other buildings since this would be the most effective. I was thinking about cutting out the windows from a picture I've taken and have everything around the window itself be transparent. But this didn't work. So I did it this way. Would this get a huge performance hit or something?
What would probably happen to this model when/if I export it to be used in a game engine? -
RE: Sketchup, UVs and cleaning models for export
Hmm, I see.. I get what you're saying. But then I don'Β¨t think I understand exactly how other 3d apps really work. Can't believe that the model get completely useless after exporting from Sketchup. The export features ARE there, so it must be possible to clean up the model after exporting somehow.
In Bodypaint, I tried to convert all geometry to ngons and all triangles was lost. But after working on the UVmap a while, I got this error that several faces was shared by a polygon. And a few other glitches in the model. But other than that, it works just fine.Could it be possible to write a rubyscript that scans for these errors? And then fix them?
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RE: Sketchup, UVs and cleaning models for export
Ok, another question now. After talking to some experienced modelers who's taken a look at one of my Sketchup models of a window in Cinema 4D, they say that the model basically is a huge mess. Meaning, there are triangles everywhere and some ngons too. They recommended me to remodel it in Cinema. But I really don't want to do that! Sketchup is so easy to understand! Why can't the development team do some more work on the export-feature and make some good export-features instead= So that it won't be a big mess?
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RE: Sketchup, UVs and cleaning models for export
Ok, just thought I'd edit this post.
I now understand how the UVs work and how I can arrange parts to make sure there are no UV overlapping, which is the main thing I need to focus on. Where each UV-part actually are would actually be quite irrelevant since I would be painting textures directly onto the model in Bodypaint or Zbrush. Therefore I don't need to worry about where the UV actually is. I just have to make sure it's projected properly and we're good to go! I think I've finally found a workflow that can actually work!
My back actually shivered a bit just thinking I possibly would need to learn how to model in another 3d app than Sketchup!:PWill post results in this thread from now on