⚠️ Important | Please update Libfredo to v15.3a for bugfixes associated to SketchUp 2025 and below Download

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    $200.00 Free postage in Australia. Purchased 06/12/24, 4 months old. Cost me $300. Perfect condition with original packaging. With invoice for warranty. Full specs here... https://www.leapaust.com.au/product/spacemouse-wireless-bluetooth-edition/ [image: 1744588406759-space-mouse.jpg]
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    @panixia that's fine. I was simply demonstrating what it would take for the OP to use the texture image they shared.
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    As always, much appreciated Dave. Thanks
  • Rendering & Subdivision

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    @Rich-O-Brien said: Thats really nice. Would love to play Tony Hawk's around that You actually can, because Marseille/Prado is included in the game. here is the model from early version of the game which some guy uploaded to warehouse. At first glance I thought that he did a sloppy job at replicating the game model, but I checked on Youtube and they actually used this remarkably bad version in the first edition of the game.. . They did a way better job in the newer version of the game, but it's still unrealistic. The whole model is still a bit out of scale in order to make the flat bottom way more stretched than it actually is in real world. I can tell that with no doubt, because I'm a former BMX rider and a skatepark builder (I actually designed both the concrete skateparks in my city alongside multiple other wooden ramps and dirt jumping trails) and I rode myself the Prado bowl multiple times. It's a legendary skatepark, so about 20 years ago we used to travel all the way up from south Italy to Marseille to ride that beauty. Absolutely killer skatepark.. it would not ride that fast in real world if the flat bottom was overstretched like the one in game.. it would loose all the lines and rhythm that made that park so fun to ride. I don't know why they did the 3d model that bad.. I guess it has to do with game logic and "playability". @Rich-O-Brien said: Really appreciate the UDIM workflow. I thinks it something we need to have a think about implementing in WrapR What you would like to implement? Is actually already working quite well and it's pretty straightforward once you grasp the base logic. They should consider to implement that UDIM logic in Sketchup itself, so that one can import a single material with multiple UDIMs, while according to the current logic you need to export with a single material and import back multiple different materials like I showed here. Considering how long they took to implement (half baked) PBR support, I guess they'll include UDIM tiles in Sketchup 2038 or something.. Maybe you could make the tiles edge more obvious in the WrapR UV grid/background? But again.. you can consider each 4 by 4 color square (in the default WrapR texture) as a reference for the tile. Or simply use a UV checker texture with a really eye catching border like I showed here. Using that texture, whenever I see magenta showing up on the mesh, I can quickly visually tell that something is wrong in the UV layout and Substance will reject the model because of some nasty UV island overlapping across UDIM spaces, so.. not a big deal.

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