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Well?
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>>583676
practise something that will worth your time
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>>583677
What is wrong with SketchUp?
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>>583676

Fine for quick architectural modelling. Produces a mesh that's just about useless in everything else because of its reliance on booleans.
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Is it actually good for modelling a city? I have been thinking about doing one and i am okay with modelling one building in houdini/Maya but i dont have a clue how to make an entire city
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>>583687

Yes, it's good for modelling a city, as long as you don't plan on rendering that city in anything other than SketchUp.
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I heard it was good for 3D printing
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>>583723
It prints so fast it's almost sprinting.
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>>583723
Lol, nope. Sketchup produces shit tier .stl and .obj files.
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>>583682
Smustard is better
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I do my level design in sketchup and put it in unity. its breddy good
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someone on /3/ recommended sketchup to me 3 years ago, and i like the simplicity of it. you don't have to know 3d in order to use it
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>>583728

Is there a chance my mesh could bend?
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>>584466
You're one of those guys who cares about topology on flat, flat-shaded planes aren't you?
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>>584779

Have you ever exported a complex Sketchup model as an OBJ?

Make a model with round portals in it. Looks great in Sketchup. Export as OBJ. All your portals are now covered because when the Boolean was converted to tris Sketchup picks the same corner of the model to resolve every polygon to.

It converts boolean geometry and n-gons in the stupidest ways possible when exporting as OBJs and the amount of work needed to fix the geometry is more than if you had just modelled it in a proper modelling program to begin with. Sketchup is only meant to produce meshes that will be used in Sketchup.
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>>584797
That looks like a bug in the OBJ exporter or the importer on the other side. Maybe you were trying to import it into Blender, which is a broken piece of software.
Keep in mind that to be able to visualize you model, sketchup has to send triangles to the video card, so sketchup has valid triangles and there is no reason why those can't be exported aside from bugs.
That said, altough trapezoidal decomposition looks unpleasant and is not perfect, it works very well.
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>>583676
Great to use, but like other said, if you want to render your models let's say in 3ds Max there's quite a bit of work to make it usable.
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>>584492
Underrated comment.
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By the way is there a tool (or plug in whatever) in 3ds Max that comes close to the Tape Measure Tool in Sketchup?

Tape Measure + Push makes so easy/quick to precisely draw.
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Ive only ever used Sketchup for mostly wood working plans and drawing references since i either need just a basic guide or something i can measure. I like the simplicity only because i can bust out drafts like gangbusters on it and when you learn a process you start using the tools to replace things they dont give you like rounding an edge or making fillets. As far as actual modeling goes if youre keeping things minimal it works as a sort of legoy add pieces to pieces and adjust as you need usefulness. Ive tried using Blender but ive never had the time to really lesrn it but ive transfered some quick models to it from sketchup just to see how they look but that's pretty much it.
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>>584797
This.

Also the meshes are usually not watertight.
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Those bitching about SketchUp mustn't be all that skilled. SketchUp/corona render
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>>585229
Do you have a comparison for how it looks in sketchup?
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>>587152
this
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>>583676
it doesn't do anything special unless you're really, really into free programs and don't want to pay.

it's got some cool concepts from a UI standpoint but everything backing it up is pretty meh. there's not a good ecosystem around it, either.

that being said, I originally came at it from a mechanical background, and it's pretty shit at mechanical. it might be better at arch.
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The complaints regarding lolbooleans are outdated, you can export fine to any rendersoftware and things will be no problem.

I also have no issues making stuff for 3d prints directly in skp then exporting straight to stls to print.

Due to its surface ease of use, people can get in the habit of making really silly mistakes, like never paying attention to how they are actually modeling something. These errors can happen in any software when people don't know what they are doing. A great sketchup example is people who model and never think about normals, then try to export and cry when their model is full of holes.

I work for a large international architecture company and skp is used for 90% of the work. Marketing shots are either rendered in SKP with plugins or taken to max for more HQ ones. For realtime we used to use twinmotion and now we use the new Lumen. Its fantastic.

The biggest real drawback that still has me flobbergoospterd is the lack of UV support, trimble just seems to want to ignore them. Theres a new promising plugin that just came out recently called WrapR which will solve pretty much any UV problem but its something that should be in the product by default I believe.
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>>585029
Been wondering this for a while, one thing i love about using skp is the ease of which it is to keep things size accurate.

If you are just modeling from a picture or from your head in max, it doesnt matter much because you just rescale it later, but being able to have everything accurate from the first step in sketchup is a real zinger
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>>584713
Not on your life, my robot friend!
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I do try to make things in SketchUp, but I'm completely self-taught and what I make is laughable beyond all reason.
At least it's easy to use.
>>585229
>>587152
I'm actually interested. How does it look in SketchUp?




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