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    Recent Best Controversial
    • RE: Ferrari F2004

      @tuna1957 said:

      Wow !! Simply superb job. πŸ‘ πŸ‘ Will argue the point of β€œgreatest” F1 car though…. The Jim Clark Lotus 25 has my vote. πŸ˜‰

      Well, I'm italian so.. you know.. Ferrari is religion, and the f2004 is the holy grail for us.. πŸ’š
      But that classic Lotus was a beast of a car indeed.
      In my opinion, both of them are waaaaaaay better than theese bad looking, bad sounding, soul-less cars that we have nowadays. πŸ˜•

      posted in Gallery
      panixiaP
      panixia
    • RE: Ferrari F2004

      @danielreple said:

      I found a tutorial:

      panixia, is that how you do it?

      Sorry for responding so late, but I was on vacation for a couple of days.. β˜€
      Yes, I used a similar tecnique.
      The main difference is that I use the obj exporter from Quadface Tools which preserves quads (you can see the quads in the Substance wireframe).
      And yes, if you have good UV's Substance will respect them.
      You also have an option for auto-unwrap in Substance, but obviously if you are able to unwrap manually you have a lot more optimization in terms of texel density/wasted space.
      Here's a tutorial I put togheter a year ago.
      It's a bit outdated because now I use another faster trick to straigtehen flat strips of polygons when needed. But the basic workflow is there.
      For this model I used pretty much the same technique, the only difference is that the Ferrari has a lot more elements, texture sets and details.

      posted in Gallery
      panixiaP
      panixia
    • RE: Ferrari F2004

      Some Wrap-R views. For the main body I did some workaround to take advantage from Substance UDIM tile workflow.
      I also added some minor props in the empty spaces left in the body double-unwrap
      (used the same trick to add minor props to other single-tile texture sets).

      I've also found a neat trick to unwrap flat strips of poligons in Wrap-r with a little aid of Thrupaint.
      Look at the tire tread and rim 😎

      WR_01 copy.jpg

      WR_02 copy.jpg

      WR_03 copy.jpg

      WR_04 copy.jpg

      WR_05 copy.jpg

      posted in Gallery
      panixiaP
      panixia
    • RE: Ferrari F2004

      @optimaforever said:

      can it save several tiles for one mesh?

      No, it's not, but you select the faces for the second tile, create a new unique material for them and assign to it the textures from uv tile 2.

      That simply works because sketchup teoretically has actually both uv sets repeating overlapped (exactly like the psycoTemplate texture in the vid), but because you assigned each texture to the proper material/faces, you are sort of trolling the system, so it works.

      The difference with "official" UDIM workflow is that you are not able to manage this with a single material based on the texture set's naming convention only, but you have instead to manualy re-create (and reassign on the mesh) individual materials for each texture set.

      posted in Gallery
      panixiaP
      panixia
    • RE: [Plugin] QuadFaceTools

      @rv1974 said:

      hmm its strange why TT turned off this icon

      As far as I remenber, this was intentional, because that's a bit of a beta/buggy tools and you should "use at your own risk".
      However, I have to say that I use it a lot as it is and that works perfect in 95% of cases for me.

      posted in Plugins
      panixiaP
      panixia
    • RE: Ferrari F2004

      Here we go.. My best attempt to explain it.
      The basic concept is that you export from a single-material model and then reload in another model with two separate materials. πŸ‘

      posted in Gallery
      panixiaP
      panixia
    • RE: [Plugin] QuadFaceTools

      @rv1974 said:

      @panixia I saw offset loop icon in your video. How did you get it?
      P.S. Too bad it doesn't respect VCB inputs πŸ˜•

      The icon is available in the plugin icon folder, and the tool itself is still present in the sub-menu of quadface tools, but it's turned off from the toolbar in the current build.

      I built that button myself using the "Toolbar Editor" plugin and the existing icon.
      Same for the "convert to plain mesh button", and tons of other custom buttons I created for other stuff.
      Sometimes I create the icons for them, sometimes I borrow from other plugins and/or modify them.

      posted in Plugins
      panixiaP
      panixia
    • RE: Cattle Battle

      @rich o brien said:

      In some type of snazzy DIY dynamic pie menu

      Well, I'm a bit of a toolbar-guy because I never used other apps with those pie-style menus..
      but I know a bunch of people using similar stuff in Maya and such and they told me that is very handy.
      Is that a beta plugin? Never seen it before..

      posted in Gallery
      panixiaP
      panixia
    • RE: Ferrari F2004

      @rich o brien said:

      @panixia said:

      For the main body I did some workaround to take advantage from Substance UDIM tile workflow.

      Can you expand on this?

      Adesso arriva. πŸ˜‰

      posted in Gallery
      panixiaP
      panixia
    • RE: Wrap-R for SketchUp

      More Wrap-R stuff:

      https://sketchucation.com/forums/viewtopic.php?f=81&t=73991

      posted in Extensions & Applications Discussions
      panixiaP
      panixia
    • RE: SubD examples and models

      Do you remember the quarantine Ferrari-WIP? 🀒
      Posted some progress here:

      https://sketchucation.com/forums/viewtopic.php?f=81&t=73991

      posted in SUbD
      panixiaP
      panixia
    • RE: Cattle Battle

      @rich o brien said:

      Grazie amico mio

      Your Italian is 100% spot-on πŸ˜†

      I was just thinking about you recently because I wanted to share with you some tricks I fine-tuned based on your old wrap-r/substance tutorial as a starting point.
      I shared a first insight of the workflow in this post.

      https://sketchucation.com/forums/viewtopic.php?f=81&t=73991

      @rich o brien said:

      this hidden tool of QuadFace Tools...

      ...which I think holds the record for the 2nd deepest plugin menu entry in the world...

      Agreed. Thomas should bury it a couple of nesting levels deeper, so that nobody aside us know about it. 🀣

      Meanwhile I created myself a button for it using ToolbarEditor.

      PolloToolbarObj.JPG

      Of course I chose the Pollo icon to celebrate the R&D stage

      polloRnD.JPG

      Here is the icon itself, in case Thom wants to include that toolbar button in future relases


      pollo icon-01.png

      posted in Gallery
      panixiaP
      panixia
    • RE: Ferrari F2004

      Here in this video is a first mockup/proof-of-concept for some animation I started to put toghther during lockdown. 🀒
      Now that I'm done with the car I will reload it and continue to work on the scenes..
      Stay tuned for more updates in the summer. β˜€

      posted in Gallery
      panixiaP
      panixia
    • RE: Ferrari F2004

      Finally I exported the model to 3dsMax using QFT obj exporter to render it in Vray, and imported as straight .skp into Unity3d where I plan to do animations and interactive stuff.
      I then exported a GLTF from Unity and imported in Blender just to convert it in binary GLB which is more compact and convenient.
      Below is a screnshot from Unity inspector:

      unity_inspectors.jpg

      Here's a short video of the first export/rendering test with Substance PBR textures reloaded (order of appearence in the YouTube description).

      posted in Gallery
      panixiaP
      panixia
    • RE: Ferrari F2004

      Each texture set have different resolution and optional channels (like opacity, emissive, AO) depending on what is needed.

      PT_06 copy.jpg

      PT_07 copy.jpg

      PT_08 copy.jpg

      PT_09 copy.jpg

      PT_10 copy.jpg

      posted in Gallery
      panixiaP
      panixia
    • RE: Ferrari F2004

      Some view from Substance Painter including the full car and a little texture-set breakdown.
      Notice the double UDIM tile on the body, rejoined with the aero props and brake calipers with no wasted space.

      PT_00 copy.jpg

      PT_01 copy.jpg

      PT_02 copy.jpg

      PT_03 copy.jpg

      PT_04 copy.jpg

      PT_05 copy.jpg

      posted in Gallery
      panixiaP
      panixia
    • RE: Ferrari F2004

      More detailed views from low poly stage.

      LP_06 copy.jpg

      LP_07 copy.jpg

      LP_08 copy.jpg

      LP_09 copy.jpg

      LP_10 copy.jpg

      posted in Gallery
      panixiaP
      panixia
    • RE: Ferrari F2004

      Some view from the low poly unsubdivided stage 😎

      LP_01 copy.jpg

      LP_02 copy.jpg

      LP_03 copy.jpg

      LP_04 copy.jpg

      LP_05 copy.jpg

      posted in Gallery
      panixiaP
      panixia
    • RE: Ferrari F2004

      SU_23 copy.jpg

      SU_24 copy.jpg

      SU_25 copy.jpg

      SU_26 copy.jpg

      SU_27 copy.jpg

      SU_28 copy.jpg

      SU_29 copy.jpg

      SU_30 copy.jpg

      posted in Gallery
      panixiaP
      panixia
    • RE: Ferrari F2004

      And more β˜€

      SU_15 copy.jpg

      SU_16 copy.jpg

      SU_17 copy.jpg

      SU_18 copy.jpg

      SU_19 copy.jpg

      SU_20 copy.jpg

      SU_21 copy.jpg

      SU_22 copy.jpg

      posted in Gallery
      panixiaP
      panixia
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