btw sometimes when I open a skp with a subd-ed mesh in it, the mesh is invisible (but it's definitely there, as you can select a hollow box and it becomes visible if you toggle the subdivision off)...
Is there a fix for this? what causes this?
btw sometimes when I open a skp with a subd-ed mesh in it, the mesh is invisible (but it's definitely there, as you can select a hollow box and it becomes visible if you toggle the subdivision off)...
Is there a fix for this? what causes this?
Ok... again a dumb question:
to get these topologies (Cut Face A and B), is there a specific tool or can I draw them the usual way with QFT line tool?
@rich o brien said:
The texture distortions aren't an issue for v2 of SUbD. It uses OpenSubDiv and it's even more awesome.
Oho
Is it even better than Catmull-Clark?
Can you explain how to keep the UV mapping undistorded?
The lines are straight on the control mesh but once subdivided they are jaggy...
I thought quads keep the UV projection...?
Btw the texture is projected and then copy-pasted everywhere.
I tried the UV map function from QFT but didn't get any convincing result...
@thomthom said:
I used to do that in my old job. use QFT to map curbs. However - I then had non-quad fill. Simply because I didn't need it.
Filling that model you have would require some work to get good loops and topology flow - but ask yourself if you need it for all of it. Quads is after all not a goal by itself - but a means to make tools work better (where needed).
Yes, I guess.
But it's like learning a new language, once you've begun, it's hard to stop.
@thomthom said:
optimaforever - what is your target end result? Are you planning on subdividing?
Are you planing on keeping it 100% flat? Will you be adding pavements etc? Some times you might not need quads 100% of the time.
I was planning to move some vertexes in Z as the terrain isn't flat.
My aim was to be able to get nice road borders (eventually duplicate some edges to generate concrete curbs with profile builder), smooth slopes.
But I am wondering how to "fill" the zones between the roads. I guess it's basic know-how I'm missing here
I arrived to this with the roads in quads.
But I have no idea for the topology of the terrain between them...
What's the basic strategy? try to create a complete grid with similar quad size (closest to square as possible)?
And is quad modeling only for volumes? In the present case I'm only working on a plane...
Thanks
Is there a tut for terrain and especially road modeling in quads?
I'm struggling to find examples for correct crossings topologies...
Hello whaat,
Do you think there's a way to program PB to do something like this?
https://www.youtube.com/watch?v=V7vshlm06EE
It's book manager for 3dsmax; it work with selections of polys but in PB it could be replaced by smart paths.
Is there a way to random seed components inside an assembly?
@jql said:
If you'd do it, it would be extremelly useful if you'd integrate it with SubD methodology and chamfer it only when subdividing, keeping UV's, allowing for creases worflow to be integrated too and, probably integrate it in the rendering workflow too.
I didn't know it yet but if SubD would be able to produce that, it would turn into the most useful toy an architect that deals with archviz needs apart from the renderers themselves.
Thanks for that feature request Optimaforever, I really hope Thomthom pulls that one off!
Indeed, my next request would be that the quad chamfer only applies when rendering, a bit alla Skatter-way, with the "render only" option.
I don't know if it's in the pipeline but I guess that having the SUbD not visible when working and only visible during rendertime would be an equally useful feature. A kind of general SUbD toggle on/off in the SUbD preferences. The thing is, there is always an SUbD object on which I forget to apply the subdivision before pushing on the render button (lazy me), and having a "all subd on when rendering" toggle button would save my ass for sure
@thomthom said:
Got some visuals to illustrate expected result?
Have you seen http://www.mariussilaghi.com/products/quad-chamfer ?
In the same order of idea, can you thomthom develop a quadchamfer4SU?
Ideally it would be a mix between the editability of SubD and the easiness of RoundCorner...
Roundcorner is good but it doesn't allow for editing. I have to keep a non-chamfered version in a temp layer if I need to edit it again. And SubD need manually offsetted lines to control the distance of chamfering. On complex models, it can quicky become a time-consuming burden, just to create chamfered edges, not to mention the file size and the memory footprint.
This TTQuadchamfer would be a quick 3D chamfer/fillet tool that automatically creates the needed lines offsets according to pre-entered parameters, which in return could allow easy re-editing, should the need arise. And afterward, one could tweak the fillet values edge by edge for more flexibility.
What do you think?
Thomthom, your script is soo incredible...
I'll try to tackle terrain meshes with SUbD asap, but I have to understand basic quad modelling firsthand... Do you have any interesting link using quadface tools?
Salut tout le monde
Et comparé à Lumion et Twinmotion, quels sont les avantages?
J'utilise Lumion depuis la v1.0, me laisserais bien tenter par twinmo 2016...
Bigre...
Je ne pige pas comment ça fonctionne sur SU pro 2015...
This deserves to be included in SketchUp by default !
Thanks
This thread is sooo amazing!
I see you have a very good understanding of how the subdivision algorithm of Artisan works!
You must have gone through a tremendous amount of hours into it to get to this level of mastery!
I think I have a good level of modeling in Sketchup+plugins but your skill level is absolutely marvelous! I feel like a padawan again
At this level, for me, it's just pure art. While I must admit I'm not fond of the baroque furniture style, the way you managed to model these chairs and sofas convey perfectly the love and craft skills needed to make them in real life...
Congratulations, admiration and awe are the 3 words that come to my mind...
Toooooooo looooong
When I saw that this thread got a reply, I really thought it was the news that Skatter has been released