Have you imported from CAD?
Ha…no, unfortunately CAD ignores ‘zombies’.
Quick update. Fuse doesn’t seem to let me pose the characters but you can in Photoshop. Bit of a clunky process but I’ve just dressed and posed my Zommbie, exported out of Photoshop to .OBJ again. This time, since Photoshop lost the connection between the mesh and the UV materials, used Transmutr to re-link. Then back into SketchUp for render as before.
Posing in Photoshop:
Re-linking textures in Transmutr:
Re-render in SketchUp:
Have you tried exporting from Fuse to Mixamo, then export it as a Maya fbx? works well for me.
Thanks for the tip. I’ll try it and report back!
Here is the same SketchUp model imported into Dimension. I like Dimension as it lets you use and 2D image as an HDRI light source and matches background camera perspective automatically as well.
Hey @Solo - Fuse to Mixamo to SketchUp worked fine but I couldn’t find the option to pose. Did I miss something? It has rigging options but that’s for animation which as you know SketchUp doesn’t support.
I use iClone 3D Xchange, however I just tested with Simlab Composer and it works too.
hmmm. Well that adds an extra step like going through Photoshop. But good to know as option.
Yeah, many steps, but if you want to create pose and use characters and find Daz limiting this is one option I guess
Create in Fuse
Pose in Mixamo, find an animation, pause at a position you like.
Export as fbx and open in iClone
- Finally export to Sketchup
Playing around with some quick rendering styles/process…all models from 3DW.
VRAY with ‘Misty Pines’ HDRI for ENV
Alternative NPR version. Materials Override setting in VRAY (or ‘clay render’) with lines exported from SketchUp and set to multiply in Photoshop. Contrast boosted and nearly desaturated to remove ‘blueish hue’ from VRAY render.
Mmmm…the force runs strong in your family…
Are you combining them in Photoshop with Multiply as a blend mode? Check out this article. I’ve been working on a action in Photoshop to do true transparency, but can’t claim to be an expert at developing PS actions.
Nice tip! I haven’t tried that Channel selection method yet. I typically use ‘Select by color range’ and delete the white infill. But to your question, I use both ‘Multiply’ blend mode and remove the white. Depends on the drawing.
Been awhile since I posted anything. So here’s 10 mins of playing around with the idea of artistic play space with multiple-colored faces on cubes = different look depending on viewing angle.
Used sandbox grid @2’ w/ Artisan sculpt for ground plane mesh. Then Skatter ‘grid’ distribution for arranging cubes with ground mesh as ‘host’ object.
could you upload this to the Warehouse? I’d love to make something out of it (for fun).
you’re the best! thanks. I was just thinking about it.
I found a great free resource the other day for people who want/need to work on large terrain models - https://tangrams.github.io/heightmapper/
Once you save a height map of your location, you need Thom Thom’s Bitmap to Mesh extension to convert to 3D surface. Note make sure to reduce image resolution to 500-1000 pixels as anything bigger may not import as it tries to generate so much geometry.
Here’s a quick example of Yosemite to scale (fyi that’s a person on top of Half Dome there):