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Welcome to My Blogsite

You will find on this blog a collection of my work mostly done in Google SketchUp and Rendered in either Vray for Sketchup, Hypershot, Vray Max, LightUp and Podium.

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Showing posts with label Modeling. Show all posts
Showing posts with label Modeling. Show all posts

Sunday, 29 April 2012

Modeling my Igorot Chair

Here is a quick workflow on how I modeled this chair.

Step 1: Basically I have this reference image. I traced the image using blocks.

For the hand, I used blocks, and used move tool and round edges tool using the simple chamfer tool.

Here is the one with projected texture
Then I mirror the finished model before using SDS tool with 2 iterations
Here is the finished top part

For the legs I used again a simple rectangular tool, I copied the one edge then subdivided it. then I moved/scaled each subdivision, afterwards I used SDS with 1 iteration.
For the circular part, I modeled it using an octagonal shape, applied round corner with only 1 side.
After chamfering both face, again I used SDS with 2 iterations.
I used sculpt tool to relax and displaced some edges.

Here is the model. For the leg behind, its almost similar with the front legs.
Finished Model

Monday, 21 November 2011

Tutorial: How to model folded T-shirt in Google SketchUp

Modeling clothing in SketchUp is not difficult at all. Here is a simple quick workflow on how to do it quickly.

One of the best thing in SkechUp is the ability to project the image.

Step 1: Importing reference image.

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Step 2: Tracing the outside boundary using line tool
All you have to do is to use line tool and trace the boundary of the Tshirt, then
pulling it with push pull tool.

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Step 3. Adding subdivision

To add subdivision, simply copy the bounding edges (not the face) and paste it twice (see the image below)

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Step 4: Re-scale the top and bottom face.
Rescale the top and bottom face. Hold the control key so that the scale anchor point will be in the middle.

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You can also use round corner "bevel face" by Fredo here.

Step 5: Beveled Faces

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Step 6: Paint Projected image
You can now paint the model using projected image option. This is important for tracing the other parts of the T-shirt.

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Step 7: Repositioning edges

In the image below, I repositioned some of the lines to follow the contour of shirt.

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Step 8: Tracing the neckline

Here I traced the neckline.

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Step 9: Push pulling some parts of the neckline

After tracing the neckline and offsetting it, I used push pull tool to add depth and height. Here you can see the different heights without the projected image.

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Step 10: Tracing the sleeve
Trace the sleeve and push pull one more time.

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Step 11: Reposition again some of the lines

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Here is the Raw Model without smoothing. Generally you can even use this with projected image and soften edges. If your model is far from the camera, this is more than enough to fool the viewers eye.

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Step 12: Smoothing

For high poly models that you want to use even near the camera, we can further sub-smooth the models. All we need to do it to select the model and subdivide it with 2 iterations.

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Here is the result
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Step 13: Further sculpting
Once again using the sculpt tool script made by BTM. Download it for free HERE

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Here is the finish model

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RENDERED VIEWS

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Hope this will encourage you to model and not keep on looking everywhere for models.

Bedroom Interior Rendering

Bedroom Interior Rendering