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    panixia

    @panixia

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    Best posts made by panixia

    • RE: SubD examples and models

      @Mike-Amos well, in this case i started with a basic trace of photo references, I use components, so that I can use different photos for different pieces but then the components are nested in the main assembly so they end up in the right place..

      d95b62c9-46ac-4799-b803-3d2f5b9eec03-image.png

      They also gave me a pretty bad photoscan, so I used that just to intersect it with a plane and extract the basic profile of the seating.
      I then smoothed the extracted curve with Curvizard and normalized it with Polyline Segmentor

      b0a8cfe7-430a-46ea-be84-f722c9fe33e0-image.png

      Then I created a base grid for the pattern with the proper real world measurements.

      bbe40d2d-2546-41c5-84e0-e72b59566502-image.png

      I then created a repeated component with Curviloft Skin

      d8ca9777-62a2-48b7-9321-78e84b768235-image.png

      Same for the buttons

      bc98b8fa-e31a-4008-aa98-4c705304643b-image.png

      And then create a different variation of that component for the sides

      5367f69e-59b7-4d1f-b9a4-91d2dbf7e969-image.png

      And another variation for the corners

      ce4afeb1-b3c7-4ae6-bb19-eae2bd1c9fef-image.png

      then I joined all of them together.. please notice that In this stage I try to keep the quads as even as possible, because I'm gonna deform this stuff

      f6d3a48c-76b9-4d65-bbcc-4428b46805e4-image.png

      Then I extracted the diagonals for the sewing and used "Lines to Tubes" with quite low poly geometry.. and of course I did some cleanup with quadface tools for the overlapping geometry which will not be seen.

      6651b280-99e4-4498-8ecc-899c48eb69f5-image.png

      I then created the base shape of the seating using Curviloft ad Quadface tools.. and extracted the grid were I need the upolstered thing..

      c7dd30da-e331-4c23-9c4c-0ae23a450692-image.png

      Then I use the QuadfaceTools "Unwrap Grid" feature to extract a flat grid from that.. which has the exact same lenght and topology of the seating that I'm going to replace.. and here is the flowify rig setup that I used to send the geometry to the curved surface.

      WARNING: you need to use "flowify without cuts" to avoid messy topolgy and keep quads.

      fe9a8352-1ae8-4f2a-84cf-3abc81f10a84-image.png

      From this stage, it was just a matter of stitching and tweaking.. with the usual VertexTools, QFT, Artisan shenanigans

      4d18852f-b09c-427e-90ca-880c94cb269a-image.png

      Meanwhile I also added the studs.. I used profile builder assembly to place them and then manually repositioned some bits in the problematic areas

      5cfc4487-b562-441f-90fd-3fa3a5a0c0aa-image.png

      And this is the updated version with the studs..
      I hope this was helpful to better understand the process..

      It's a bit different every time.. the shoe and the skatepark used a quite different process.. and the other sofas I posted before of that, is another different story.. 😬

      a70452d9-4580-4570-b236-6f55f314d6f7-image.png

      4dc1ce46-dc95-4fd2-9c11-ab469335bf04-image.png

      posted in SUbD
      panixiaP
      panixia
    • RE: SubD examples and models

      Trick or treat 🎃

      image.png

      posted in SUbD
      panixiaP
      panixia
    • RE: SubD examples and models

      Bowl du Prado.

      The infamous Marseille Skatepark.

      I''ll do some minor tweaks and a bit of housekeeping (organizing layers, purging, renaming, setting scenes and styles and whatnot)
      Then I'll share this model (including the lowpoly cage, the pbr maps and a 3d printable version) for you guys to take a closer look at this workflow.
      I will probably do a separate post with the download link and a bunch of screenshots to explain the main steps of this workflow.

      posted in SUbD
      panixiaP
      panixia
    • RE: SubD examples and models

      I had to put the shoe modeling on hold because I had to do this for work today 😰

      image.png

      2bd2cbf0-dd83-4adf-99cf-0f7e413268b2-image.png

      72d86671-dcf4-4ebf-9f2b-367d71327963-image.png

      90ed9fa2-4f31-42e9-a1ab-97cd5df471b5-image.png

      posted in SUbD
      panixiaP
      panixia
    • RE: SubD examples and models

      A couple of spherical topology experiments

      Full-Quad-Full-Triangle-Full-Sphere.skp

      Corrugated_Sphere.skp

      image.png

      ec89f4ac-1291-49cd-936a-13ff33764d97-image.png

      9480dcad-9038-4a31-8ac9-9e1ea5b0ad61-image.png

      9efdac7b-38f4-426a-b000-cf675448571d-image.png

      1ec2e8d3-4c2b-4a08-b71b-caf7a54bb2a9-image.png

      posted in SUbD
      panixiaP
      panixia
    • RE: sketchup to unreal workflow

      @gabino yes I did a few test of animated objects in Unreal, but for real production I've used it only for archviz flytrough, because it has good visual quality and reasonable render time.
      I managed to make it work with animated objects coming from 3dsMax both using animated/skinned fbx and alembic cached animations (mainly for particle systems, animated splines/booleans and this kind of stuff).

      In real production, for animated objects I tend to prefer Unity 3d over Unreal.
      I find Unity timeline interface more straightforfard compared to Unreal sequencer.
      I find it easier also to keyframe objects in Unity itself (alongside with the usal imported fbx and alembic animations).
      I'm not into "proper" character rigging, but I do sometimes use animated entourage people from 3dsMax "Populate" crowd system and also some Mixamo take for more specific characters with some particular animation.
      I import those as skinned fbx files (with skeletons)

      I also did some conveyor belts animation, one of which you can see in this video.
      This was made with 3dsMax particle systems and controllers to be used in Unity, but it could absolutely be imported in UE5 with no problems at all.

      Animated conveyor belts.mp4

      In this post I shared a video of animated objects rendered in Unity 3d
      All of this objects could be imported and used in UE.. except I find it more cumbersome and just prefer to use Unity for this kind of stuff and Unreal just for camera animations.
      But probably it's just a matter of taste and habits..
      You could do pretty much the same in UE.

      posted in SketchUp Discussions
      panixiaP
      panixia
    • RE: Orgelf's works. second topic.

      This is insanely great!

      posted in Gallery
      panixiaP
      panixia
    • RE: Bending plug in

      Another free one you could look into is the "radial bend" feature from Fredoscale. The plugin also includes other really useful features such as tapering, stretching, twisting and so on..

      posted in Plugins
      panixiaP
      panixia
    • RE: SubD examples and models

      A few models I made recently for a manufacturer that makes custom sofas to fit on yachts.

      01.JPG

      02.JPG

      03.JPG

      04.JPG

      05.JPG

      06.JPG

      07.JPG

      08.JPG

      posted in SUbD
      panixiaP
      panixia
    • RE: SubD examples and models

      Another bunch of screenshots from the same series..
      All modeled using QFT, VT2, SUbD and a bit of Curviloft, JPP and Artisan mixed in the process.
      The UV mapping was done in Wrapr..

      09.JPG 10.JPG

      11.JPG

      12.JPG

      13.JPG

      14.JPG

      15.JPG

      16.JPG

      posted in SUbD
      panixiaP
      panixia

    Latest posts made by panixia

    • RE: Why is Skimp increasing model size, not reducing it ?

      The new half-baked pbr thing does more harm than good.

      posted in Extensions & Applications Discussions
      panixiaP
      panixia
    • RE: nEVEn — System Intelligence Protocol for SketchUp | Coming Soon

      I see a lot of percentages going on in your tool.
      I would genuinely be curious to know: percentage based on what?

      How do you define "100% geometry load"?
      What is "Crash Risk percentage"? Is there some deterministic way to calculate crash risk percentage?

      What about "Texture memory percentage"? 117 MB is 1%, ok, then 100% is supposed to be 11,7 GB.
      What does this actually mean? It's calculated based on actual free system RAM? VRAM?

      What is the "Health" percentage? What parameters is it based on?

      Is there a documentation available for this tool that explains what all this parameters are supposed to represent?

      posted in Extensions & Applications Discussions
      panixiaP
      panixia
    • RE: Orgelf's works. second topic.

      Massive work.. do you model everything in Zbrush or you do something in Sketchup (e.g masses/concept)?

      posted in Gallery
      panixiaP
      panixia
    • RE: visuel de plan tronqué apres mise à jour

      Try to turn on all the layers in the "tags" panel and se if it's something related to layer visibility.

      posted in SketchUcation Community Forums
      panixiaP
      panixia
    • RE: Fredo6 Plugins automatic focus on modal missing since Sketchup2024

      @fredo6 said:

      there is nothing I can do (or other scripts can do)

      Well, actually I've found myself in the same exact situation with the TAB key causing the viewport to lose focus in SU2023+, but i guess I've managed to find a working solution for this in a couple of plugins.
      Check your inbox, is included in the things I shared today.

      posted in Extensions & Applications Discussions
      panixiaP
      panixia
    • RE: [Plugin] LordOfTheToolbars - v3.0a - 21 Apr 26

      @JanSteinman said:

      When you pay money for a product

      Isn't Lord Of The Toolbars free??

      posted in Plugins
      panixiaP
      panixia
    • RE: Orgelf's works. second topic.

      Bestiale!

      posted in Gallery
      panixiaP
      panixia
    • RE: LOTT Vignette Stripe usability issues

      @fredo6 said:

      I will probably dicontinue the plugin.

      Please no, is my favourite plugin ever 😖

      posted in Plugins
      panixiaP
      panixia
    • RE: [Plugin] FredoBend - v1.3b - 04 May 26

      @AISmebel said:

      I would like to ask you to share this interesting plugin. I created a lot of interesting things myself with the help of Claude. It's interesting to see what others are doing.

      It's currently in the last (I hope so) alpha stage, I'll need to fix a couple of edge cases before it can go beta.

      posted in Plugins
      panixiaP
      panixia
    • RE: [Plugin] FredoBend - v1.3b - 04 May 26

      @fredo6 said:

      I also want to suggest that after using the plug-in, the components do not deform, bend in shape and retain their component properties

      I don't understand what you mean.

      Wow, I realize that I didn't understand correctly the proposal, so I retreat my + 20 on this.
      Because you basically can't do that in Sketchup (you'd need some sort of modifier system similar to the 3dsMax one to accomplish this).
      I understood that he was talking about a non-slicing behavior instead (which would be preferable).

      posted in Plugins
      panixiaP
      panixia