Maybe this might help?
http://sketchup.google.com/3dwarehouse/details?mid=b02398eedec7ec397c1aaf7065e03b44
Ok, thanks...now, second question; if there aren't any problems with it, what's stopping a more widespread use as an easy to use CAD-drafter?
EDIT: Running into problems - I was hoping it would be easier to create the outline and then smooth it out, unfortunately Illustrator is having none of it and all the lines come out faceted...tips?
So I've been using Sketchup for a long time now, but I'm starting a new project that requires pretty precise measurements and use of CAD (creating an airplane). I would prefer to keep my workflow as artistic as possible (which means using art-centric programs like Modo and Sketchup)...I can learn a new program if necessary, but I would like to avoid doing it.
So, my workflow at the moment is 2D drawing in Sketchup -> Modo for 3D creation -> Back into Sketchup for placement and measurement of internal components -> Illustrator for vectorizing the resulting artwork (using SU5). My question is, how unsuitable is Sketchup for this? I figure that since I'm going to turn any lineart/construction drawings I make into vectors, I'll overcome the biggest flaw of Sketchup (IMO), which is it's lack of NURBs and high poly support.
Any help is appreciated, thank you.
Wow, that's awesome! Mind if I ask how you placed the tire nubs so precisely and regularly all around the wheel?
Hehe, thanks
Small texture update:
If you have any questions about the tut, feel free to PM or post them here and I'll do my best to answer - I tried my best to explain it simply, hehe.
And unfortunately, no there's no way to UVW Unwrap in Sketchup with Ruby You can use the flatten.rb and unfold.rb to lay everything flat, so you can get a map, but then after that you still have to assign the map to the model in the proper locations.
Already did it awhile back
http://www.mediafire.com/?4e1y63j0yzg
There's the .skp file.
With round surfaces I just mapped the whole thing like it was 2D. You get some stretching on the middle parts, but some clever texturing can mitigate that.
It's also semi-imprecise. You can get the general placement but if you want absolute exact UV mapping spaces you should use a UV mapping program. If, however, you're like me and hate UV mapping the normal way, I just edit the texture so that it corresponds to the way it's mapped on (i.e. if a bit on the model is off of it's actual placement, i just move that bit over on the texture).
Well this is more for a tounge-in-cheek, not so serious type project, that's why I'm using Freespace - If it was more realistic, I'd probably go with Orbiter (although you don't get guns in that game! haha).
Coen: Nope, this is one of my own projects I'm doing with a few other people (who are also from the BSG team though ).
Heh, and thanks rob - yea, when you go into monochrome mode SU looks so much better.
Texturing progress, still very WIP, I hate/suck at texturing
SU:
Max:
Just wanted to do a nicer render - it's all being textured in SU of course, hehe.
Bumping this with new progress Progress is far past my target (about 6k, this models at 9,200), but with LODing I can probably make it work