I generated this model with an AI assistant and it turned out great! Now need to change materials, but the geometry is extremely fragmented - there are too many individual faces that it’s hard to create groups inside the model. Any tips?
Most like the model can tolerate some simplification but it’s hard to tell without seeing the actual .skp file. It’s fairly common that AI generated models are more poly-dense than they need to be. Maybe you could share the file.
Are you still using SketchUp 2022?
using Sketchup 2026. here is the file!
chair.skp (4.1 MB)
Please update your forum profile.
So yes, it’s extremely bloated with geometry.
You could use this as a reference to create a much simpler more without all this crazy triangulation. Or you could use an extension like Skimp from Mindsight Studios to simplify the geometry.
I didn’t add the back panel yet but you can see how many fewer edges my quick version has with none of that triangulation. This is a low effort thing since it’s only meant as an example of what you could do.
looks good! how you did? with the Skimp extension?
Why not use material replacement plugins? Some AI tools are capable of doing this as well~
no need for ai.
many plugins have been able to do this perfectly well for a decade or two now. stuff like Fredo thrupaint or material replacer.
but simply changing the material is like putting a coat of fresh paint on your mistakes. it might look fine, but below the crust, it’s still a mess. what dave shows takes a bit more time than ai generation but on the long run, it’s in a different league altogether.
99% agreed. But stll.. one can use AI in order to create very specific tools which can fill some remaining gap in the whole Sketchup freeform/quad modeling and texturing workflow.
I used this model to test a couple of bug-fixes I just did.
Sorry I didn’t rewrite Sketchup from scratch.
Maybe next time I’ll do and then give it to Elon for free.
Or maybe I can try to create Window generator plugin #32487234 ![]()
True, but in this specific case that would not be so much of a convenience..
I mean, you usually do that on more irregular shapes, but this one is pretty straightforward.
Your hands and brain, powered by NaturalStupidity™ can be more than enough.
Here’s my attempt at a decent model.
Now for all the people who recently would like to “have a conversation about AI”.. Well, let’s have that beloved conversation. ![]()
8631 vertices of hot garbage, all attached and basically uneditable, with terrible UV-layout.
Worst topology ever. This thing is basically a photoscan, with the main difference that the “photos” used are totally made-up.. and of course you have zero control over it and it’s bloody expensive to run, as opposed to really good a customizable tools such as “Reality Scan” that you can use for free.
Tons of polygons in areas that nobody is gonna see.
Insanely small and overstretched triangles in order to achieve questionable “details”.
With this kind of shape you can pretty easily come up with something like this low poly quad topology subdivision ready.
You can then subdivide, commit, remove the unnecessary loops in flat areas and also get rid of hidden polygons in order to make it more efficient performance-wise.
And of course all of this with 2155 vertices, separate objects to assign different materials and perfect UV mapping Substance-ready.
Waiting for the very vocal “AI discussion” specialists.
Let’s have the general discussion. ![]()
Meanwhile, here’s the attached model, if you want to play with (it includes the original AI garbage for comparison and the unsubdivided base-mesh).
ForumChair.skb (5.6 MB)
Looks good ![]()
Can be definitely done a little better.
If it was real work I’d put a bit more effort in refining the topology of the sewing area, but for a quick and dirty rebuild starting from utter trash topology, I guess it’s good enough.
Are you into this kind of quad modeling stuff?
Only once in a while. I mainly use SUbD in SketchUp for terrain or roads, and sometimes for some objects as well. And occasionally for objects in Max.
It would be nice to have real quads in SketchUp, since the current solution with “pseudo-quads” can sometimes be a bit unreliable (flipped or doubled faces or the quads aren’t recognized correctly).
So you are also a 3dsMax user?
Interesting.
Would you be interested to beta test a few tools inspired to some 3dsMax features?
Sure, I can do that.
Check your inbox. I’ve sent you a private message with all the stuff. ![]()















