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    Recent Best Controversial
    • RE: Scaling uniformly using VCB

      Sorry to dig up this old one...but is it possible to do a 'Copy+ scale uniform around center'?
      Basically I need to offset an object to the centerpoint while scaling the coby down.
      A box in a box so to speak....(in my case no box but car windows I need to make double glazed)

      Is that possible?

      posted in Newbie Forum
      K
      kwistenbiebel
    • RE: LATEST WORK WITH KERKYTHEA 2008 ECHO VERSION

      I agree. this one particularly looks really good.
      Very realistic and I like the soft color palette.

      Way to go Sintra πŸ˜‰

      posted in Gallery
      K
      kwistenbiebel
    • RE: [Plugin] SketchyFFD (Classic)

      Does the plugin in any means uses web based 'action script' or 'javascript' as I had trouble before with corrupt Iexplorer settings?
      (I refer to web panel based plugins like Skindigo that failed in the past on my pc due to 'script blockers' )

      posted in Plugins
      K
      kwistenbiebel
    • RE: [Plugin] SketchyFFD (Classic)

      ...exactly the same here. I see no errors in the ruby panel though.

      posted in Plugins
      K
      kwistenbiebel
    • RE: In Development: Subdivide and Smooth

      @whaat said:

      However, the script WILL allow you to create a model like you have shown from scratch in about 30 seconds simply by subdividing a low poly version of your model. AND, the geometry that it gives you will be clean (which is good if you intend to import it into another app for instance...)

      The question remains though, how the hell we can model the simple geometry in sketchup in the first place πŸ˜‰

      posted in Developers' Forum
      K
      kwistenbiebel
    • RE: Fuel & Fire Comic Pages WIP

      This is just great stuff πŸ˜„ 😲 Very refreshing to see this extraordinary work and truely great to see real artists integrating SU in their workflow.

      Must keep my eye on this one. πŸ˜„

      Cheers,
      Kwistenbiebel

      posted in Gallery
      K
      kwistenbiebel
    • RE: In Development: Subdivide and Smooth

      Indeed Mr. Spock...that's more logical πŸ˜‰

      posted in Developers' Forum
      K
      kwistenbiebel
    • RE: In Development: Subdivide and Smooth

      Indeed, what Solo suggests sounds like a possibility to implement in the same ruby:
      The ability to either increase or decrease the polycount.

      I can imagine it could work by filling in a % in a VCB box.
      For instance, for polygon crunch set it to -25%, while for a subdivision set it to +25%...

      Don't know if that's possible, but it sure would be one hell of a ruby to have.

      posted in Developers' Forum
      K
      kwistenbiebel
    • RE: In Development: Subdivide and Smooth

      That looks mighty cool Whaat.
      The subdivided mesh looks pretty clean to me.
      Unfortunately Makehuman doesn't save as .3ds (only .obj which SU can't import), so indeed an intermediary software (Blender, deep exploration, etc...) is needed to convert it.

      Nevertheless, A lot of self made models or imported 3D warehouse models, like cars (close-up) and stuff, will definitely benefit from your script as polycount is very important to gain photo realism towards rendering.

      Needless to say you are doing a fine job here Whaat πŸ‘

      posted in Developers' Forum
      K
      kwistenbiebel
    • RE: 'Quick and dirty' FLW: Massaro house

      Hey, that's a thread hijack...

      (but a real cool rendering nevertheless πŸ˜‰ )

      posted in Gallery
      K
      kwistenbiebel
    • RE: In Development: Subdivide and Smooth

      Whaat, I can think of numerous occasions I can use your script...

      For example: 'Makehumans', the open source human figure maker, produces low-poly models, which could definitely use some subdividion before using them in sketchup for rendering.

      When you look at the following rendering I made, you can see that subdivision is no luxury here:
      (by the way, you can find makehuman at this link: http://www.dedalo-3d.com/ )

      http://i140.photobucket.com/albums/r3/kwistenbiebel1/28-weeks-later-2.jpg

      posted in Developers' Forum
      K
      kwistenbiebel
    • RE: [Plugin] SketchyFFD (Classic)

      Wow Chris,
      Thank you for sharing this ruby.
      That is a great contribution!

      [EDIT]: the ruby doesn't seem to work on my PC. updating the FF seems broken.
      I must be doing something wrong....(I tried it on a sphere)

      posted in Plugins
      K
      kwistenbiebel
    • RE: Free form deformation balloon

      Whaat,
      He he πŸ˜„
      I actually wrote that some minutes before I discovered that thread....
      This is a major leap for sketchup to me.
      Knowing your amazing coding skills, the subdivision tool will be great I am sure...

      posted in Developers' Forum
      K
      kwistenbiebel
    • RE: In Development: Subdivide and Smooth

      I don't see the relevance here....Topmod isn't really a subdivision tool right?
      Or am I missing something?....

      posted in Developers' Forum
      K
      kwistenbiebel
    • RE: Monk'y business

      After 22 hours of render time I just killed it as such R times are just ridiculous πŸ˜‰ .

      Maybe I should have rendered this in Podium or Vray.

      http://i140.photobucket.com/albums/r3/kwistenbiebel1/statue5.jpg

      posted in Gallery
      K
      kwistenbiebel
    • RE: Monk'y business

      This is an unfinished (read: very noisy πŸ˜‰ ) rendering of two marble statues placed in the same scenery.
      An exercise on 'depth of field' using physical camera setings.
      Render engine: Fry.

      http://i140.photobucket.com/albums/r3/kwistenbiebel1/statue1noisy.jpg

      posted in Gallery
      K
      kwistenbiebel
    • RE: Monk'y business

      I tried the latest Podium beta version 'carotene' on this scene and was really surprised with its rendering speed.
      This image was finished in something less than 7 minutes (using 'exterior settings' and original res.1024X768)which is really fast for these kind of light situations.

      I applied the same photoshop trick as described earlier to have some more expressive foggy light.

      http://i140.photobucket.com/albums/r3/kwistenbiebel1/20071005020834_6m58s.jpg

      posted in Gallery
      K
      kwistenbiebel
    • RE: Monk'y business

      ...And credits to a man called ELDAR who made this Hagia Sophia model.

      posted in Gallery
      K
      kwistenbiebel
    • RE: Monk'y business

      thanks guys for these kind remarks πŸ˜„

      @Solo, I'll pm you about the floor texture.

      The 'cutout' monk is actually an illustration and not a photo.
      No photorealism here, but still expressive enough to use in a rendering.

      http://i140.photobucket.com/albums/r3/kwistenbiebel1/monkybusiness3.jpg

      posted in Gallery
      K
      kwistenbiebel
    • RE: Monk'y business

      πŸ’š

      Thanks Solo and yeah I'm having lots of fun playing with light by using the physical sky...
      Trying to avoid the use of extra light (omnis and stuff..).

      It Would be interesting to get this rendered in Podium as well.

      posted in Gallery
      K
      kwistenbiebel
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