Modeled with SketchUp Pro 2022 and rendered in V-Ray 5 for SketchUp.
For Post-production, I used Adobe Photoshop.
This SketchUp scene started with me only wanting to model some Pancakes, but after that, I kept modeling more & more stuff until I ended up with what you see below.
I am practicing modeling with Quad Faces and I am a big fan of Thomthoms extensions for that.
- SubD
- Vertex Tools 2
- QuadFace Tools
- Solid Inspector 2
For creating the table cloth I used ClothWorks by Anton Synytsia.
The outside mountains were sculpted with Artisan by mind.sight.studios. And the trees were scattered using Skatter by Lindalë.
Another SketchUp Extension I found really useful was Eneroth Component Replacer. This is because when I first started modeling I only create the basic shape for the object, and later I replace them with higher detail models using this tool. This saves me a lot of time by not having to reposition the new objects manually.
Finally, an extension that I develop myself named Back-Face Painter was useful when applying materials to the back-faces without me having to position the camera inside objects or going to the entity info panels.
I used many more extensions, but the ones I listed above are the main ones.
.
.
.
Below are some of the objects with a wireframe SketchUp style to get a better sense of the typology achieved with SubD when subdividing the mesh.
I developed a SketchUp Extension to help me create the SketchUp wireframe style and it’s called CompoScene, but you can create it manually with the Style settings if you want.
As a final note, I want to express that I don’t think modeling with Quads is better than N-gons or vise-versa. I love that SketchUp makes modeling so easy that you don’t have to worry about topology, but I also like that I can do organic modeling without having to go to Blender or other 3d software.
Thanks for watching!