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    Recent Best Controversial
    • RE: sketchup to unreal workflow

      @gabino said in sketchup to unreal workflow:

      i was working with a big sketchup model (60MB)

      60 MB is definitely not a big model for Unreal.
      This one was 55MB and I consider it a small model..
      I've used way bigger models in UE (using Datasmith) with no problem at all.

      posted in SketchUp Discussions
      panixiaP
      panixia
    • RE: SubD examples and models

      Had been a while since the last time i did a model just for fun. So I picked a super fun one and started working on it in my spare time. 😎

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

      @Rich-O-Brien said:

      Thats really nice. Would love to play Tony Hawk's around that

      You actually can, because Marseille/Prado is included in the game.
      here is the model from early version of the game which some guy uploaded to warehouse.
      At first glance I thought that he did a sloppy job at replicating the game model, but I checked on Youtube and they actually used this remarkably bad version in the first edition of the game.. .

      They did a way better job in the newer version of the game, but it's still unrealistic. The whole model is still a bit out of scale in order to make the flat bottom way more stretched than it actually is in real world.

      I can tell that with no doubt, because I'm a former BMX rider and a skatepark builder (I actually designed both the concrete skateparks in my city alongside multiple other wooden ramps and dirt jumping trails) and I rode myself the Prado bowl multiple times.
      It's a legendary skatepark, so about 20 years ago we used to travel all the way up from south Italy to Marseille to ride that beauty.

      Absolutely killer skatepark.. it would not ride that fast in real world if the flat bottom was overstretched like the one in game.. it would loose all the lines and rhythm that made that park so fun to ride.
      I don't know why they did the 3d model that bad.. I guess it has to do with game logic and "playability".

      @Rich-O-Brien said:

      Really appreciate the UDIM workflow. I thinks it something we need to have a think about implementing in WrapR

      What you would like to implement? Is actually already working quite well and it's pretty straightforward once you grasp the base logic.
      They should consider to implement that UDIM logic in Sketchup itself, so that one can import a single material with multiple UDIMs, while according to the current logic you need to export with a single material and import back multiple different materials like I showed here.
      Considering how long they took to implement (half baked) PBR support, I guess they'll include UDIM tiles in Sketchup 2038 or something..

      Maybe you could make the tiles edge more obvious in the WrapR UV grid/background?
      But again.. you can consider each 4 by 4 color square (in the default WrapR texture) as a reference for the tile. Or simply use a UV checker texture with a really eye catching border like I showed here.
      Using that texture, whenever I see magenta showing up on the mesh, I can quickly visually tell that something is wrong in the UV layout and Substance will reject the model because of some nasty UV island overlapping across UDIM spaces, so.. not a big deal.

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

      WIP - Day one
      Reality Capture - Topogun - SubD

      Airwalk_RC.JPG

      Airwalk_TGJPG.JPG

      Airwalk_SDJPG.JPG

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

      @tuna1957 thank you so much!
      I'm glad you enjoy this stuff 😊

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

      @Rich-O-Brien indeed 😍

      I believe I've just found a new trick to speed up that IDmask baking thing
      (just some SelectionToy trick to quickly detect hard edges and split up surfaces without having to select too many loops manually)

      00874627-66ba-4aba-ae7e-d60517ae30c7-image.png

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

      @Mike-Amos thank you.. I'll share the last couple of models when I'm done πŸ‘

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

      I improved the upper stitching (which was too hard compared to the reference) with Vertex tools and the upper part of the tuft (which was too thin) using Artisan2 FFD (with a couple of tricks to make it work on multiple subgroups).
      I also increased the rounding of the frame profile using Artisan Move tool "normal" constraint.
      I think I'm done with this one.
      Time to unwrap it 😧

      image.png

      76e856a9-42a0-49d9-98a9-faec6becf6bd-image.png

      0131ea2d-e656-4a55-b9a4-2b41cd4d16c0-image.png

      ccd066ed-7b8d-49b2-bbfd-6ec277282246-image.png

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

      I did some progress with this couple of models.. πŸ€—

      b43ceabd-36f1-408b-8bf9-862683b3cb18-image.png

      071e29e0-56eb-4b23-8331-f5c9f2e284af-image.png

      8021c87e-b984-4715-b0fb-571287f5a6df-image.png

      b9a3cbd6-9e46-4190-8b6f-b6f98aee484b-image.png

      a2ac956e-638d-4efa-b301-231708b1854e-image.png

      64d2ba48-846f-491f-9ce1-7c98981cb723-image.png

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

      @alvis said in SubD examples and models:

      it seems like I'm already losing my position

      Your work has always been a source of great inspiration and will always be.

      posted in SUbD
      panixiaP
      panixia
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