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    Recent Best Controversial
    • RE: Help with my SubD performing weird subdivision

      this is not sub-d performing weird subdivision.. that's you performing weird topology. πŸ˜‰
      i attched a fixed version, please compare your original mesh with my fixed one..
      you should try as much as possible to build everything using quads.
      btw if you inspect your mesh, you can see there is any sort of triangulation, n-gons, open ends, overlaps, very small faces, holes and all kind of weirdness..

      make sure to check the documentation and tutorials 😐

      Link Preview Image
      Parametric Subdivisions for SketchUp β€” SUbD

      favicon

      (evilsoftwareempire.com)


      Help SubD FIXED.skp

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

      actually it's also bookmarked on the sub-d website video.. πŸ˜‰

      not sure if i should create a topic in the main tutorial section of the forum or in sub-d subforum.. ❓

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

      dave i made a pretty extensive tutorial a few days ago..didn't you spot it?

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

      not sure what you guys are trying to achieve with this kind of experiments?
      what's the point with all those triangles? 😐
      is just for the sake of testing the algorithm itself or is such topology intended for something?
      maybe 3dprinting ❓

      here is a children slide done with good old quads πŸ˜„

      slide.JPG
      slide 1.JPG
      slide 2.JPG


      children_slide_purged.skp

      posted in SUbD
      panixiaP
      panixia
    • RE: SUbD and quad workflow advices?

      @nlipovac said:

      I do usually make cuts in model prior texturing, I use SketchUV and Roadkill (kinda poor man uv[sup:24ao8030]2[/sup:24ao8030])... πŸ’š

      i can hear you! πŸ’š πŸ’š πŸ’š luckily enough i often work for rich people running zbrush in their office so i can benefit of zbrush wich is kinda rich man unwrap[sup:24ao8030]32[/sup:24ao8030] 😎 that software is amazin my second favourite modeler ever after sketchup

      @nlipovac said:

      I just hoped that quad modelling would end those stretch or compressed parts 😎

      i'm pretty confident in thomthom he's the man.. he is playing around with opensubdiv.. who can say what's coming next? πŸ€“

      @thomthom btw i noticed some times ago the same control meshes in 3dsmax 2014 (regular catmull clark no opensubdiv)
      smoothed by turbosmooth modifier, does't strech narrow control loops' UVs as sub-d does, any ideas ❓
      could be helpful for you to dig into it, if next time i try to export some textured quad.obj from max?

      posted in SUbD
      panixiaP
      panixia
    • RE: How to change the direction of a texture in a group?

      Cristopher i guess that's not a smart move. you can rotate the image straight in sketchup, in various ways, plus it works at any angle.

      BTW did you noticed this tread is from 7 years ago? πŸ˜›

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

      @thomthom said:

      I do have ideas for an analytical tool for QFT that will visualize quads from triangles and ngons.

      😍 please please auto-detect sausages ad donuts 😍

      somewere i should have a "wishlist" i wrote with some examples included too..

      posted in SUbD
      panixiaP
      panixia
    • RE: SUbD and quad workflow advices?

      fredo paints fails if you try to add the material with quad method on a mesh with poles.
      you should group pieces of the mesh so that they have not poles and then run trupaint on each single piece as i quickly did here.
      then you can explode all of that again and select as the "face method" the one for "all adiacent WITH SAME MATERIAL AND UV MODE" to fine tune it.
      sort of "poor man unwrap".

      you also applyied the material on the limit mesh, wich is pointless, because when you toggle off sub-d, mapping will be lost.

      LAST AND MORE IMPORTANT: please next time share with sub-d toggled off, no need to share a 35mb file when you can share a (less than) 1mb file πŸ˜›


      CHAIR FIXED.skp

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

      i saw the triangles, but i suspect the "curved" should be simply non-planar quads.
      in that case quadface importer could hopefully handle them..
      is topmod free? that looks intersting..

      posted in SUbD
      panixiaP
      panixia
    • RE: SUbD and quad workflow advices?

      thanks! glad to ear that was appreciated and helpful! πŸ˜„

      posted in SUbD
      panixiaP
      panixia
    • RE: SUbD and quad workflow advices?

      you may want to check the tutorial i just finished to put togheter..

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

      pilou did you try with .obj importer from quadface tools? it should preserve quads..

      posted in SUbD
      panixiaP
      panixia
    • RE: Introducing SUbD for SketchUp...

      πŸ’š πŸ’š πŸ’š

      posted in SUbD
      panixiaP
      panixia
    • RE: Introducing SUbD for SketchUp...

      @derei said:

      Please see attached.
      [attachment=0:33qnbrf7]<!-- ia0 -->push.jpg<!-- ia0 -->[/attachment:33qnbrf7]

      i noticed you are also triyng to edit the subdivided mesh. unless you just converted it to "plain mesh" from the right click menu, editing the smoothed mesh is pointless, because when you toggle off sub-d, it will revert back to the original control cage.. and all of the editing done directly on the limit mesh will be lost.

      posted in SUbD
      panixiaP
      panixia
    • RE: Introducing SUbD for SketchUp...

      @pilou said:

      Why not use the Interactive Joint Push Pull by Fredo6 ?

      Pilou, that's great and i use it a lot, but unfortunately, not in this kind of models, because as it is it doesn't support quads.. 90% of the cases it will break them. 😞

      posted in SUbD
      panixiaP
      panixia
    • RE: Introducing SUbD for SketchUp...

      it's not intended to work like "joint push pull", so if the face is triangulated, it actually pulls only the single triangle that you pick.
      this is intendended to quickly extrude loops in some first stage.. the difference beetween this and regular pushpull is that, if you hold down ctrl it creates a new loop without generating an interior face (which would prevent sub-d to work).

      posted in SUbD
      panixiaP
      panixia
    • RE: Quick way to properly UV map cylinder section?

      @hornoxx said:

      Before doing so, adjust the size of your texture as desired so that it appears as
      a already "fitting" material in your SU material window ...

      actually this is a good practice if you use the native sketchup projected method..
      but's 90% of the time a reduntant step in trupaint, because, as you properly said it has a visual scaling functionality.

      moreover in this particular OP case

      @derei said:

      My texture is a label, so it should fit exactly on the surface.

      the faster way is to symply pick the "tile 1x" option from tru-paint right click menu. πŸ‘
      (or, if you prefer, type in your vcb "1*" which actually will lead to the very same result)

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

      once you catch the basic trick, every plugin you are confortable with can be useful in the process..
      (still missing a quad version of jointpushpull or any other very needed proper quad-shell IMHO)

      here is point tools + voronoi + split tools + vertex tools + sub-d + beziere surface + flowify


      voronoi 1.JPG


      voronoi 2.JPG

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

      and in addition to what rich said, i would strongly reccommend also split tools, autosmooth, curviloft, beziere surface, and extrude tools for quick quad-topology generation, not mandatory plugins, but stll very useful in this workflow.. also the stunning "flowify" supports quads, but maybe that's a bit advanced if you are absolute beginner in this modeling techniques..

      posted in SUbD
      panixiaP
      panixia
    • RE: Quick Comparison -Subd and Artisan

      @rich o brien said:

      When modeling in SU you need to follow the convention of QuadFace Tools to get a result that you can compare to Artisan.

      i would say "a result that you can compare to 3dsmax, maya, blender, modo, cinema4d, zbrush, mudbox, wing3d, etcetera, etcetera, etcetera.."
      πŸ’š

      and personally i would say that is this the very main difference between sub-d vs artisan/sudivide and smoot/loop subdivision/whatever your favourite sketchup triangulated subdiv plugin you loved before..

      posted in SUbD
      panixiaP
      panixia
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