Hi, I plan to share my work here…Enjoy!
Stylized Character made with SketchUp Pro 2021 Only
Made with SketchUp Pro 2021 and SketchUp Extensions only (No external software used). The first image is rendered in Vray for SketchUp 2021, and the rest of the images are from SketchUp scenes that are custom styled.
I use many SketchUp Extensions, but here is a list of a couple of them:
- SUbD by thomthom (Must Have for This Project)
- Vertex Tools 2 by thomthom (Must Have for This Project)
- Quad Face Tools by thomthom (Must Have for This Project)
- Solid Inspector² by thomthom (Must Have for This Project)
- Back-Face Painter by Rafael Rivera
- CompoScene by Rafael Rivera
- Split Tools by TIG
- Mirror by TIG
- Component Replacer by Eneroth3
- Joint Push Pull by Fredo6
- Fredo Corner by Fredo6
Artisan by mind.sight.studios
I’ll stop here but I use many more…
I usually use Zbrush to create this type of work but decided to challenge myself and only use SketchUp. Thanks to thomthom and his extensions this type of organic & quad modeling is possible in SketchUp.
Let me give some basic key points on how to achieve this type of modeling in SketchUp…
First, everything starts with a simple Cube. Then with the extension ‘SubD by thomthom’ I add more subdivisions, and the resulting mesh will still be made out of quads.
Then turn off SubD to add more detail to the cube and then turn on SubD to see the result.
Adding loops with the help of ‘Quad Face Tools by thomthom’ can help to shape the object. Or use ‘Vertex Tools 2 by thomthom’ to extrude & move selected vertices and apply some Box modeling concepts.
Every time I check with ‘Solid Inspector by thomthom’ to make sure there are no unwanted edges or faces that will make SubD not work as intended.
Not everything needs to be one single mesh… For example, the character’s face is a separate group entity, the nose is in its own group, the eyes are separate as well, and so on.
If you have Zbrush then it has a tool where you can combine separate meshes into one and still preserve the quad mesh…But, I did not do that with this model.
Also, if you have Artisan by mind.sight.studio it is a good idea to Explode the highest definition SubD object and un-soften the edges to sculpt it with Artisan. After that, the mesh will no longer be Quads, but with thomthom Quad Face Tool extension there is a tool to make them quads again. Sometimes trying to make them quads again doesn’t work but you can isolate the problem area and quad that part alone.
Hope you like my work!