WOW! Justin. Never tried this.... very useful for the stuff I am doing at this moment. I will give this a try this weekend. Thanks a lot Justin. By the way, I am happy that you like my Star Trek and Star Wars stuff. It's a lot of fun to build but somehow these objects never het finished. LOL
Well, I am a pretty big Sci-Fi fan :) - I'd love to model more things like that, but generally my time gets spent on creating videos for the channel - that's ok though, I enjoy that too! Also, this is an interesting extension. I didn't really understand it until I started my research on it, but I LOVE the edge and edge loop selection functions. Thanks!
TheSketchUpEssentials then you are in luck Justin. Today I decided to go on in this direction so that should be fun. As of your ambitions, pleas keep up the god work. I still learn from every video you produce. Greetings from the Netherlands!
You hear ME! I`m exited! Thanks! I`m trying SubD and quadface also, like in previous i find couple of things that can help me. But this is about plugs only. I have a suggestion for you. Maybe once a week/month/year you can show us how to modeling, with observed plugs of course, in a life time, or stream. I say about real job, like in a video with crane. Well, my problem is that in a internet many videos with "how to" and less more with "i`m used it in". For example how many vids do you see with modeling of characters (just try to goog, and girl without head is not in a count)? I`m understand that SU is not an application for those kind of work, but i`m also know that SU is very flex and powerful with plugs supporting, so maybe you should be the man who can color this blanks in SU world? And sorry for bad English.
I've done some videos like this in the past - I may start doing more, I'm not really sure. There's just so many videos to make! :) Thanks for watching!
I'm a little confused and guess I'm going to have to research more what "hidden geometry" is about in SU. I had thought it was supposed to represent the actual mesh but in this video, though the mesh is deemed by QF tools to be quads, the hidden geometry still looks like tris. I'm trying to figure out a clean SU to Blender workflow.
Each 3D modeling program has a default way it "thinks" about geometry. In SketchUp, it's way to "think" is much more simplified than any other 3D package I've modeled in. That is to say - simple to the point of ridiculous. So in SketchUp it only really "sees" two things. It sees edge (lines or line segments), and it sees triangular faces (when 3 line segments share vertexes in such a way as to form a contiguous triangle). That's it. Everything else is different ways and names for groups or collections of lines and faces. Is there a "vertex" only in SU? sure... not easy to find/create with native SU but yes, can be done. Is there construction lines? Yes, but again, not really used by most people. So SU basically only has edges (line segments), and triangular faces. That's it. So technically SU does not understand what a quad is. A "quad" in SU is 2 triangles that share an edge, with the shared edge either hidden or "smoothed". A smooth edge is simply an edge that is simultaneously hidden and also defining for SU to smooth the rendering view of that edge as opposed to "flat" shaded. (you should recognize these terms from Blender) Typically in Blender you choose an object to be smooth or flat shaded, but in SU you can do that on an edge-by-edge basis. So a "quad" in quad tools is automagically smoothing the triangulation edge which is auto-generated by SU itself. ThomThom has no way to stop SU from triangulating the mesh, you see, as SU only see triangles and edges. Sounds ridiculous, but the simplicity makes SU very easy and quick to build with when you understand how it thinks... making it ideal for modeling boxy objects, aka most typical architectural geometry.
The whole purpose of quads is for sub-division and "curved surface" calculations. Though, honestly, those things can also be done with triangles and n-gon surfaces as well. (At the end of the day, they are all still triangles.) The "cuts", which form the quads, are easy to calculate, fast. In relation to a curved "fake" or "smoothed" surface. It just ignores the "hidden-line" of the triangles, and applies it back, in its best calculated angle. (In real programs that manage and manipulate quads. Sketch-up is NOT one of those programs.) I am curious to know if these actually export as quads, or if they get forced into being "blind triangles" (A blind triangle has the "hidden attribute" stripped from it. So an external program would not know which two triangles actually makes the real "quad surface". Since, at that point, every surface is just a single triangle.) Real quads don't have to have a "single plane". In sketch-up, any surface with a single plane, is just an n-gon, until it is forced to "need" to be triangulated. (Like when you attempt to bend it off the plane, which it doesn't like to do. Or, if you export it and the format being used only has "triangles" and "quads", but sketch-up doesn't seem to export quads, in my experience. Without the ability to export quads, all programs will render spheres as "dice", with flat sides. Unlike sketch-up, which renders them with "blended edges", or "softness".)
Hi there, quadface tools actually include an obj exporter/importer which can handle quads on exported/imported models. You can see how I used it here to export the quads from sketchup to Substance (you can see the quad wireframe when I use the polygon brush in Substance) ua-cam.com/video/F4yP66a5o88/v-deo.html here's another more complex model exported from QFT obj exporter to Substance ua-cam.com/video/vpfPljbv794/v-deo.html and an even more complex one here ua-cam.com/video/GtP65gJaWDU/v-deo.html
Quadface tool is really awesome especially the mesh analyser..... One thing they should do is make the mesh analyser turned on and of like a style.. and not really paint colors over faces... So that if i have to check any pre-textured model I won't have to retexture it... Is there any way i can analyse my model without loosing all its textures...? (Plz reply)
Any tips of getting big sketchup scenes exported as clean quads? I get handed huge scenes made in sketchup that need to be cleaned up into good clean neat polys, no ngons. It all needs to be unwrapped and textures. It also needs to be light. My workflow is remodel it all and use the sketchup stuff as 3D reference. Do you know of any tricks that might save time? Thanks
Unfortunately it sounds like you may already have more experience in this area than I have, so I don't have a lot to offer you on this. Can you get the people that are creating the huge Sketchup scenes to follow better modeling practices? I would assume getting it modeled correctly the first time would reduce the re-work necessary...
still sucks that su creates tris, they should add a option to turn that off. Thom Thom basically turned SU in a complete better modeling app. Many people are making stunning stuff cause of his addons. Big respect for this developer!
PS some one know how to fix hover info on OSX. I never get the info for shown on the toolbar icons. ALways need to revert to the file menu and see what the icons do.
I believe if you go to view, toolbars, then go in the options tab and check the box for "Show Screen Tips on toolbars," that info should show up. Not sure if that's the same on Mac....
There is no options in that menu, i only see a preferences settings in Tools > Quadface Tools > preferences. There it says "context menu", not sure what this does because i dont see any difference at all.
I'll have to make a video tutorial of this, but all you need to do is model whatever you'd like (SketchUp has a 2d figure tutorial here - ua-cam.com/video/w0SsfB2S7N4/v-deo.html), then save your model as a template (File, Save as Template). I think there's a box for "Set as Default Template." Leave that checked and SketchUp will set it as your loaded template for all new models!
hahah duhh of course the option i needed was last.. yet a bit workflow intensive. First you need to add loops, than add rings. He should have added both at the same time as 3rd option
hi Justin, why I cant select triangle geometry line on my model my modeL waS like this : docs.google.com/presentation/d/1s3YSyCZHiQBSAHFdICVtWwBWWJnfk5JwMz5XljHBcks/edit?usp=sharing
geometric shapes are circles, rectangles, squares, triangles and so on. In contrast, organic shapes are associated with things from the natural world, like plants and animals, and are by definition unpredictable. So, I dont think one should call those tools organic shape modeling.
I see what you're saying - I was going more off the definition of organic models as something that doesn't have a lot of hard edges, with softer curves, topologies, that sort of thing, though apparently there seems to be disagreement on the internet as to what exactly organic modeling is. Thanks for the comment
There's also Offset Loop option which is very useful. You can interactivly select edge loops and add edge loops. It's under the Tool menu.
I'll have to try that one - thanks a lot! There's a lot to this extension :)
Very interesting and powerful. I would be very interested in seeing more! Thanks for your good work 👍
Thanks for watching!
For UV mapping I prefer Thru Paint from fredo... Its the best out there!
Thru-Paint is a really good one for sure :)
WOW! Justin. Never tried this.... very useful for the stuff I am doing at this moment.
I will give this a try this weekend. Thanks a lot Justin.
By the way, I am happy that you like my Star Trek and Star Wars stuff. It's a lot of fun to build but somehow these objects never het finished. LOL
Well, I am a pretty big Sci-Fi fan :) - I'd love to model more things like that, but generally my time gets spent on creating videos for the channel - that's ok though, I enjoy that too! Also, this is an interesting extension. I didn't really understand it until I started my research on it, but I LOVE the edge and edge loop selection functions. Thanks!
TheSketchUpEssentials then you are in luck Justin. Today I decided to go on in this direction so that should be fun. As of your ambitions, pleas keep up the god work. I still learn from every video you produce. Greetings from the Netherlands!
thanks dear
You hear ME! I`m exited! Thanks! I`m trying SubD and quadface also, like in previous i find couple of things that can help me. But this is about plugs only. I have a suggestion for you. Maybe once a week/month/year you can show us how to modeling, with observed plugs of course, in a life time, or stream. I say about real job, like in a video with crane. Well, my problem is that in a internet many videos with "how to" and less more with "i`m used it in". For example how many vids do you see with modeling of characters (just try to goog, and girl without head is not in a count)? I`m understand that SU is not an application for those kind of work, but i`m also know that SU is very flex and powerful with plugs supporting, so maybe you should be the man who can color this blanks in SU world? And sorry for bad English.
I've done some videos like this in the past - I may start doing more, I'm not really sure. There's just so many videos to make! :) Thanks for watching!
Thank you so much for the video! TheSketchUpEssentials Rocks :)
I'm a little confused and guess I'm going to have to research more what "hidden geometry" is about in SU. I had thought it was supposed to represent the actual mesh but in this video, though the mesh is deemed by QF tools to be quads, the hidden geometry still looks like tris. I'm trying to figure out a clean SU to Blender workflow.
Each 3D modeling program has a default way it "thinks" about geometry. In SketchUp, it's way to "think" is much more simplified than any other 3D package I've modeled in. That is to say - simple to the point of ridiculous. So in SketchUp it only really "sees" two things. It sees edge (lines or line segments), and it sees triangular faces (when 3 line segments share vertexes in such a way as to form a contiguous triangle). That's it. Everything else is different ways and names for groups or collections of lines and faces. Is there a "vertex" only in SU? sure... not easy to find/create with native SU but yes, can be done. Is there construction lines? Yes, but again, not really used by most people. So SU basically only has edges (line segments), and triangular faces. That's it. So technically SU does not understand what a quad is. A "quad" in SU is 2 triangles that share an edge, with the shared edge either hidden or "smoothed". A smooth edge is simply an edge that is simultaneously hidden and also defining for SU to smooth the rendering view of that edge as opposed to "flat" shaded. (you should recognize these terms from Blender) Typically in Blender you choose an object to be smooth or flat shaded, but in SU you can do that on an edge-by-edge basis. So a "quad" in quad tools is automagically smoothing the triangulation edge which is auto-generated by SU itself. ThomThom has no way to stop SU from triangulating the mesh, you see, as SU only see triangles and edges. Sounds ridiculous, but the simplicity makes SU very easy and quick to build with when you understand how it thinks... making it ideal for modeling boxy objects, aka most typical architectural geometry.
I likkkkke all your tutorial and indications
Thanks very much :)
The whole purpose of quads is for sub-division and "curved surface" calculations. Though, honestly, those things can also be done with triangles and n-gon surfaces as well. (At the end of the day, they are all still triangles.) The "cuts", which form the quads, are easy to calculate, fast. In relation to a curved "fake" or "smoothed" surface. It just ignores the "hidden-line" of the triangles, and applies it back, in its best calculated angle. (In real programs that manage and manipulate quads. Sketch-up is NOT one of those programs.)
I am curious to know if these actually export as quads, or if they get forced into being "blind triangles" (A blind triangle has the "hidden attribute" stripped from it. So an external program would not know which two triangles actually makes the real "quad surface". Since, at that point, every surface is just a single triangle.)
Real quads don't have to have a "single plane". In sketch-up, any surface with a single plane, is just an n-gon, until it is forced to "need" to be triangulated. (Like when you attempt to bend it off the plane, which it doesn't like to do. Or, if you export it and the format being used only has "triangles" and "quads", but sketch-up doesn't seem to export quads, in my experience. Without the ability to export quads, all programs will render spheres as "dice", with flat sides. Unlike sketch-up, which renders them with "blended edges", or "softness".)
Hi there, quadface tools actually include an obj exporter/importer which can handle quads on exported/imported models.
You can see how I used it here to export the quads from sketchup to Substance (you can see the quad wireframe when I use the polygon brush in Substance)
ua-cam.com/video/F4yP66a5o88/v-deo.html
here's another more complex model exported from QFT obj exporter to Substance
ua-cam.com/video/vpfPljbv794/v-deo.html
and an even more complex one here
ua-cam.com/video/GtP65gJaWDU/v-deo.html
Quadface tool is really awesome especially the mesh analyser..... One thing they should do is make the mesh analyser turned on and of like a style.. and not really paint colors over faces... So that if i have to check any pre-textured model I won't have to retexture it... Is there any way i can analyse my model without loosing all its textures...? (Plz reply)
I installed the plugin but cant see it on my sketchup. (already installed TT_Lib2 too)
im facing the same problem
Though it's a month old, have you gone into "View" > "Toolbars" ??
:-) :-) I must already use "copy - paste" to thank you, since I can no longer find enough own new words as a way of saying thank you ;-))
Lol - glad you're liking it!
Thank you
Thanks for watching!
It is not work on my programe it says invaild signuture wht I don't know it is free but I really coulnd't understand.
Any tips of getting big sketchup scenes exported as clean quads? I get handed huge scenes made in sketchup that need to be cleaned up into good clean neat polys, no ngons. It all needs to be unwrapped and textures. It also needs to be light. My workflow is remodel it all and use the sketchup stuff as 3D reference. Do you know of any tricks that might save time? Thanks
Unfortunately it sounds like you may already have more experience in this area than I have, so I don't have a lot to offer you on this. Can you get the people that are creating the huge Sketchup scenes to follow better modeling practices? I would assume getting it modeled correctly the first time would reduce the re-work necessary...
Thank you!
Thanks for watching!
still sucks that su creates tris, they should add a option to turn that off. Thom Thom basically turned SU in a complete better modeling app. Many people are making stunning stuff cause of his addons. Big respect for this developer!
PS some one know how to fix hover info on OSX. I never get the info for shown on the toolbar icons. ALways need to revert to the file menu and see what the icons do.
I believe if you go to view, toolbars, then go in the options tab and check the box for "Show Screen Tips on toolbars," that info should show up. Not sure if that's the same on Mac....
There is no options in that menu, i only see a preferences settings in Tools > Quadface Tools > preferences. There it says "context menu", not sure what this does because i dont see any difference at all.
what was the tool for push pull mesh? (and thanks for your videos)
You mean Joint Push Pull? - ua-cam.com/video/MJ8FyGSnboI/v-deo.html
Thanks
hi justin, may i ask you a simple question, how i can draw a défault model like yours , défault model of me.
thank you
I'll have to make a video tutorial of this, but all you need to do is model whatever you'd like (SketchUp has a 2d figure tutorial here - ua-cam.com/video/w0SsfB2S7N4/v-deo.html), then save your model as a template (File, Save as Template). I think there's a box for "Set as Default Template." Leave that checked and SketchUp will set it as your loaded template for all new models!
sketchup similar number of pieces?
Спасибо большое! Очень интересно!
Thanks very much! Glad you liked it!
Jazza, its you?))
I still misses make quads, yet it does have make triangles. Dont understand why he did not add this option
hahah duhh of course the option i needed was last.. yet a bit workflow intensive. First you need to add loops, than add rings. He should have added both at the same time as 3rd option
hi Justin, why I cant select triangle geometry line on my model my modeL waS like this : docs.google.com/presentation/d/1s3YSyCZHiQBSAHFdICVtWwBWWJnfk5JwMz5XljHBcks/edit?usp=sharing
geometric shapes are circles, rectangles, squares, triangles and so on. In contrast, organic shapes are associated with things from the natural world, like plants and animals, and are by definition unpredictable. So, I dont think one should call those tools organic shape modeling.
I see what you're saying - I was going more off the definition of organic models as something that doesn't have a lot of hard edges, with softer curves, topologies, that sort of thing, though apparently there seems to be disagreement on the internet as to what exactly organic modeling is. Thanks for the comment
草图大叔