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 Post subject: Google SketchUp
PostPosted: Sat Dec 27, 2008 6:59 pm 
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<a href="http://picasaweb.google.com/lh/photo/nR_fhxdlzxGbf14O95p1Fw?feat=embedwebsite"><img src="http://lh5.ggpht.com/_CapNPuhxgzI/SVa9th8YnII/AAAAAAAACJs/JjS_AuG2IFs/s800/sketchup_dcu.gif.jpg"></a>
<a href="http://picasaweb.google.com/lh/photo/QRkQy3CMGlDf5PtP7yVzhg?feat=embedwebsite"><img src="http://lh4.ggpht.com/_CapNPuhxgzI/SVa9uPaFsaI/AAAAAAAACJ0/S-z8IzbUFxc/s800/sketchup_dcu1.gif.jpg"></a>

As you can see, I've been playing around with the newest version of Google SketchUp. I'm using my "hometown" arena for Monster Jam, the DCU Center (nee Worcester Centrum) (or as Google puts it, Wocester Centrum) as a means to learn it. I'm starting to figure out how the push/pull geometry system works, and how I can work with it rather than against it. As you can see, the results are actually pretty impressive - I believe any schmuck could do what I have done so far.

Now, as to MTM2, up until recently SketchUp was a no-go. Unless you put down the money for the Pro version, you could only save as the program's proprietary format or as a KMZ file for Earth. But, some searching has found a Ruby script which runs within the program to export models as the BinEdit-friendly OBJ: http://sketchuptips.blogspot.com/2007/01/wavefront-obj-exporter.html. Suddenly, it becomes a great program for doing buildings, arenas, simple vehicles and other scenery objects, not to mention some basic truck parts, and I can think of some ways to make a truck chassis with it. Truck bodies may be out of reach, though (gotta experiment more). Just create, export as OBJ, import into BE, resize as necessary, texture map, and save as a BIN. This makes SketchUp yet another option for modelers, and one that so far I feel has a distinct advantage over Anim8tor, zMod, and BE for certain types of model.


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 Post subject:
PostPosted: Sat Dec 27, 2008 7:26 pm 
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This is why Google is worth billions of dollars, people... :D


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 Post subject:
PostPosted: Sat Dec 27, 2008 7:47 pm 
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I like Zmod, although that looks sweet too.. :)

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 Post subject:
PostPosted: Mon Dec 29, 2008 8:18 am 
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If you ask me Google isn't worth a penny.


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 Post subject:
PostPosted: Tue Dec 30, 2008 10:33 pm 
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<a href="http://picasaweb.google.com/lh/photo/mGwJImlILKTvdMW0DlRDog?feat=embedwebsite"><img src="http://lh3.ggpht.com/_CapNPuhxgzI/SVrnmcaj9AI/AAAAAAAACKU/0G4cYWQPMcI/s800/sketchup_chevy.gif.jpg"></a>

;)


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 Post subject:
PostPosted: Wed Dec 31, 2008 9:41 pm 
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Good stuff Cale.. Thanks :)


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 Post subject:
PostPosted: Sat Jul 18, 2009 7:38 pm 
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Finally figured out how to go about making a truck body in SketchUp. It's like doing one in zMod, but easier in that it automatically makes faces, and harder in that it needs a 4-window view layout (top, side, front, 3d).

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[yep]


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 Post subject:
PostPosted: Sat Jul 18, 2009 8:03 pm 
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wow! very nice.


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 Post subject:
PostPosted: Sat Jul 18, 2009 11:33 pm 
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Awesome. Wonder if google has plans to make it for windows mobile 5 and 6?

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 Post subject:
PostPosted: Sun Jul 19, 2009 12:29 am 
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Location: Valparaíso, Chile.
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I've been using SketchUp for my models for Lagmania (I got the pro version err somewhere) The OBJ converter is very well done. The only thing I have to do in binedit is texture mapping.

Yes, I suck at 3D modeling but I'm learning, I've tried Milkshape too and I have to say this thing is the easiest 3D modeling program ever made.


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 Post subject:
PostPosted: Sun Jul 19, 2009 10:13 am 
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One of the benefits of SketchUp is how easy it is to massage the geometry. Something not look quite right? Delete some edges and add new ones in, or simply move a vertex (holding left, right, or up while doing so constricts movement to the green, red, and blue axis respectively). The way to think with making truck bodies is to do it like zMod, just moving points individually.


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 Post subject:
PostPosted: Wed Jul 22, 2009 8:41 pm 
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Still a bit of tweaking (wheel cut sizes, mostly), but it's pretty much at the texturing stage, so it'll be about a month lol. Vert count is a respectable 247 without an inner body, so I'm pleased so far. The SketchUp model will eventually be used for my "Super Stock" idea as well, but I want to get this out first and I still need to figure out how I want to handle chassis textures for that project.


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 Post subject:
PostPosted: Thu Jul 23, 2009 3:21 pm 
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What kind of body is that going to be, Cale?

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 Post subject:
PostPosted: Sun Jul 26, 2009 9:55 am 
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Location: In BinEdit, using YOUR models.
PM Customs wrote:
What kind of body is that going to be, Cale?


Looks like a Chevy.


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 Post subject:
PostPosted: Sun Jul 26, 2009 11:07 am 
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It will be a Raptor.

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 Post subject:
PostPosted: Sun Jul 26, 2009 9:07 pm 
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"Slaps Head" Aw', dang! I can't believe I didn't see it! I thought it was going to be a GMC!

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 Post subject:
PostPosted: Thu Apr 01, 2010 7:56 pm 
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Does anyone know how to use the obj converter? I just downloaded it but can't figure out what to do with it.

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I used to be PM Customs but now I'm taking meds for that ;)


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 Post subject:
PostPosted: Thu Apr 01, 2010 8:09 pm 
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Does anyone know how to use the obj converter? I just downloaded it but can't figure out what to do with it.

EDIT: o.k., I found out how to use it, but how do I get the models to open in Bin-Edit?

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I used to be PM Customs but now I'm taking meds for that ;)


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 Post subject:
PostPosted: Thu Apr 01, 2010 8:14 pm 
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file>import>wavefront


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 Post subject:
PostPosted: Thu Apr 01, 2010 8:31 pm 
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Thanks, Kmaster!

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I used to be PM Customs but now I'm taking meds for that ;)


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