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Home3D ModelingSketchup 2023 replace is a giant disappointment - SketchUp

Sketchup 2023 replace is a giant disappointment – SketchUp


Thanks a lot, actually appreciated.

That mentioned, one of many most important purpose I did 100% of the modeling for that Ferrari automobile straight in Sketchup, was precisely to reveal there’s no purpose to say that “Sketchup is a toy” in the case of do do some critical modeling for rendering/VR/animation stuff.
In common manufacturing work I additionally use 3dsMax so much, however I begin my initiatives in Sketchup as a rule.

I really feel that Sketchup is probably the most underrated device for the preliminary sketches in this type of workflow.
Many individuals in rendering/animation/recreation business have a tendency to make use of some nurbs cad (like Rhinoceros or Moi3d) for the “idea modeling” stage to be extra correct, however then they should remesh/retopologize their fashions from scratch to create an excellent polygon movement to feed their GPU’s.
Utilizing Sketchup you’ll be able to soar that stage, as a result of SU is already a polygon modeler, but it surely has that “CAD type” toolset and workflow inbuilt, so you’ll be able to have full management over vertices and polygon topology, however on the identical time you’ll be able to reap the benefits of one of the best instruments within the bizness to handle snapping, inferencing, correct measurement, photographs and dwg references, photmatches, part planes, pointers, dimensions, scenes, elements, nesting/previous in place… and so forth.

In fact it has it’s personal limitation, so one should know when is time to modify to Max/Maya/Blender/C4d/no matter… Within the automobile instance, I modeled the 7.5 hundreds of thousands vertices water puddle straight in Max as a result of it will have been nonsense modeling such an heavy full-organic mesh in SU.
I consider the identical precept needs to be taken into consideration from architects and designer… it is best to know when is time to to modify their mannequin from SU to Revit or one thing.

Right here’s some instance of the challenge I’m workin on proper now. It’s the complete 3d historic reconstruction for an outdated practice’s restoration. I’ve to mannequin tons of this ’50s furnitures from outdated images and incomplete hand-drawn technical sheets. The ultimate mannequin needs to be appropriate for rendering and animation. Most individuals would say “do it straight in 3dsMax”.
However right here’s how I work making the most of the above talked about SU strenght factors.
Attempt to do the identical in Max, good luck whit that.

Now, my level is… Sketchup is able to such good workflow for freeform element modeling, however evidently builders don’t consider in it and don’t care in any respect for “us”. They as a substitute attempt to power a polygon/mesh modeler that may’t deal with true curves or solids into some form of odd CAD and annotation package deal.
Properly, they will try this… if individuals like that, I’m high-quality with it.
However I’m wondering why they don’t give to individuals like me a greater help, it will be a lot simpler as a result of this workflow is extra suited to the “logical” means through which SU works by it’s nature (once more, it really works on vertices and meshes, NOT curves and survaces).

Each time I say this, many foolish individuals argue that I need superior modelling instruments resembling subdivisions, sculpting and that sort of stuff inbuilt in SU and so they complain about it changing into a “bloated” software program like Max or Maya.
Properly, I DO NOT ask that.
I simply need that they provide some like to some features that might empower higher plugins creation on this subject.
As a result of, you realize, you want tons of plugins for this workflow, but when they construct some extra “primary” instruments like inbuilt geometrical primitives, splines, chamfers and lofts, extensions builders might have greatest base strategies to construct their improved instruments with out having to reinvent the wheel each single time they wrote a brand new plugin.
I additionally would like to see some “unified” template for plugins, like perhaps the power to create facet panels for extension similar to the native ones.
In 3dsmax each plugin has the identical interface of native Max instruments within the facet panels and such. In Sketchup each single plugin has it’s personal interface, a few of them are actually cool, however the closing result’s an entire mess.
I might additionally wish to see some enhancements when it comes to UV’s and exporters, to raised collaborate in a manufacturing pipeline (I consider constructing help for a number of UV channels, which is essential for superior rendering, baking and VR stuff might be waaaay easyer to implement than a Revit importer).

And that’s my “constructive” rants. I hope some Sketchup man will learn it.

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