20 Reasons for SketchUp artists to consider Blender

Re: 20 Reasons for SketchUp artists to consider Blender

Postby Glenn at home » Mon Aug 13, 2018 1:42 pm

rv1974 wrote:Sorry but my impression is that this stage architectural modelling in Blender is a refined torture. The more Blender promos I see , the more I appreciate SU existance (with all its bottle necks).


I really have to agree with this statement in regards to architectural modeling. The archimesh tool set video seemed very cumbersome and laborious. Now for general 3d modeling Blender is a GREAT option. Still loving these videos.
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Last edited by Glenn at home on Mon Aug 13, 2018 6:42 pm, edited 1 time in total.

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Re: 20 Reasons for SketchUp artists to consider Blender

Postby rv1974 » Mon Aug 13, 2018 2:58 pm

I thought I'll be the one screaming the king is naked :D
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Re: 20 Reasons for SketchUp artists to consider Blender

Postby chippwalters » Tue Aug 14, 2018 4:27 am

New tutorial on Smoothing meshes in Blender. Compares with how SketchUp does it.

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Re: 20 Reasons for SketchUp artists to consider Blender

Postby chippwalters » Thu Aug 16, 2018 4:38 am

A primary reason for switching from SketchUp to Blender is that SketchUp (in 2018) ***still cannot do bevels!***

Even with Fredo's amazing plugin, it still doesn't work-- and it's not Fredo's fault as he's told me it's about how the engine architecture in SketchUp works. UGH!

Blender does magnificent bevels and the bevel modifier is ***just fabulous!!!*** Watch to see!

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Re: 20 Reasons for SketchUp artists to consider Blender

Postby chippwalters » Mon Aug 20, 2018 1:42 am

HDRI lighting is incredibly easy to do in Blender with the free HDRI Lighting Setup addon. Check it out:

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Re: 20 Reasons for SketchUp artists to consider Blender

Postby chippwalters » Wed Aug 22, 2018 10:00 am

All about how to use materials in your Blender scene. In many ways, Blender is similar to SketchUp with regard to how it handles materials.

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Re: 20 Reasons for SketchUp artists to consider Blender

Postby CarolineJ » Wed Aug 22, 2018 10:02 am

Thanks for the video tutorials, helpful
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Re: 20 Reasons for SketchUp artists to consider Blender

Postby chippwalters » Tue Sep 04, 2018 6:55 am

The case for modifiers in SketchUp.

Now that Fredo has teased us with an amazing partial-modifier version of FredoBevel,


--I'd like to make a case for modifiers in SketchUp. I've been using them for awhile in Blender and they allow one to create amazing geometry fast, PLUS they also allow for design decisions to be made and fine-tuned later, which is always good.

In SketchUp terms, a modifier is something that happens at a group or component level. Adding color to a group or component could be seen as a modifier. You can change a groups color at anytime without regard to the changes in the underlying geometry.

Let's take a look at an example:

Consider this corridor





Here is the geometry without all the reflections (and no handrails either, they were added later-- using modifiers of course...one polyline for all the handrails on the bottom and one polyline for all the handrails on the ceiling.)





Now here's the geometry that created the corridor:



1. Opened ended cube
2. Same cube, just a tad larger as a boolean cutter for the wall
3. Overhead polygon for lighting
4. Rectangle polygon for floor
5. Wall and bottom


Only 12 polygons, and 2 polylines for the handrails!

So, how to get to here from there?
These are the modifiers being used:

1. **SOLIDIFY** This modifier takes polygons and extrudes them making them thicker or thinner. It was used on ALL of the objects above (other than #2, the Boolean Difference) to give them thickness.
2. **BEVEL** This modifier was used on #1 to create the camfers, then again on #1 to add more fillets to the chamfre corners. It was also used on #5 to create the round interior and exterior. Because it was applied *before* the Solidify on #5 both the inside and outside were automatically bevelled.
3. **MIRROR** Selective mirroring and grouping was used on virtually all the objects in order to create symmetrical versions of everything.
4. **ARRAY** The Array modifier was also used to create multiple corridors and stack them together end to end (not shown in picture).

The advantage of doing all of this, is I only need to edit the 5 items shown in Green to adjust the sizes, dimensions and design of this corridor.

While this is an extreme example, it does demonstrate the power of modifiers.

It would be great if SU would add a modifier stack and let plugin developers create modifiers for objects.
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Re: 20 Reasons for SketchUp artists to consider Blender

Postby chippwalters » Wed Sep 12, 2018 10:19 am

For those interested in how to model in Blender, I've created some very short tutes on Intagram:
https://www.instagram.com/p/BnnsDb0HODL ... _copy_link

There's also a copy over on ba Tips and Tricks:
https://blenderartists.org/t/big-little-tips/1126276
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Last edited by chippwalters on Fri Sep 14, 2018 10:38 am, edited 1 time in total.
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Re: 20 Reasons for SketchUp artists to consider Blender

Postby pilou » Wed Sep 12, 2018 12:43 pm

Personnal BirthDay's Card designed & handcrafted by Syd M itself that is so chic! ;)

This page is a pleasure for the eyes! :enlight:
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Re: 20 Reasons for SketchUp artists to consider Blender

Postby chippwalters » Fri Sep 14, 2018 10:39 am

pilou wrote:Personnal BirthDay's Card designed & handcrafted by Syd M itself that is so chic! ;)

This page is a pleasure for the eyes! :enlight:


Yes, Syd is a special guy. We've known each other over 40 years now and have worked on a number of projects together. He is such an incredible talent and an even nicer guy in person!
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Re: 20 Reasons for SketchUp artists to consider Blender

Postby chippwalters » Fri Sep 14, 2018 10:40 am

New video on using the GroupsPro addon to help work on different workplanes.

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Re: 20 Reasons for SketchUp artists to consider Blender

Postby chippwalters » Sat Sep 15, 2018 8:48 am

masterxeon1001 showed me some very interesting ways to create dynamic objects in Blender today and I just had to try it out. Cool beans!

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