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  • Please see the most recent updates in the "Where did the .com name go?" thread. Posts number 16 and 17.

    Post 16 Update

    Post 17 Warning

Termite Heaven

Little House Behind the Barn...

....OleBoy, I thought you might not have time to build one of these with all your other projects, so I built it for you. :icon_lol:

RD
 
Excellent! You read my mind, RD. I was thinking of a dooly down by the barn and the lake.
Did you stock it? :icon_lol:

Your paddle is now slightly used by the way.

I created a weather vane for the barn.
View attachment 77473
 
Excellent! You read my mind, RD. I was thinking of a dooly down by the barn and the lake.
Did you stock it? :icon_lol:

Your paddle is now slightly used by the way.

I created a weather vane for the barn.
View attachment 77473

OleBoy, it is truly amazing what you did to the paddle. I'm afraid, however, it won't be of much use as a method of propulsion anymore....:pop4:

RD
 
Not in the dooly, but to stir my cocktail.

I took the time to see if I could create a real nice weather vane. Mainly as a test to see if I could create it as if it were real.
It turned out nicely.
1523 edges
76 faces
View attachment 77500
 
You could simplify this immensely by using simple rectangular surfaces and the figures painted on the texture with an alpha channel. The same can be done on your fences to reduce their complexity.

Just shout if you want to see how to do this.
 
The one on the barn above is minimum poly. The last image I was merely messing about in attempt to see how detailed I could manage to get it.
Sort of a learning process for another way of doing it with the poly rope.

I thought about using an image with an alpha for transparency too.
Just having fun learning things is all :mixedsmi:
 
I did something similar as OleBoy when I first started trying to learn SketchUp. I'd get an idea and then see if I could "build" it in SketchUp. I've got a lot of "failed" projects.....LOL...:icon_lol:

I now have the task of trying to clear out my scenery project folder by deleting:pop4: all the stuff I don't ever plan to use. Plus I had a lot of variations of the same object as I got closer to how I wanted it to look in FSX.

BTW....OleBoy the next SketchUp Anonymous meeting is scheduled for your place. Remember that I prefer single malt.:guinness:

RD
 
Actually, everything I've made has been very optimized. As good as it can be anyway.
I'll admit I do have some complex objects, but, building them, and testing them in sim will tell me the real story.
If things are too complex and hit on the frame rates, that's when I'll step back and look the objects more intensely to see if I can optimize them further.
My main approach is eliminating draw calls. So far, I've created a lot of nice texture sets that let me limit them to minimums without giving up a realistic appearance.

Oh, RD, the malts are on me. Just don't forget your bag of Sketch-Up goodies when you leave the house :icon_lol:

Here's a boat dock. Textures are not set as it will take time to create something more realistic for a planked appearance the way I'm wanting.

View attachment 77507
 
OleBoy, I went through my static objects texture folder in search of textures. There are quite a lot of them in there that work just fine with SketchUp.
I also google for images of whatever I'm looking for. Found a lot of usable material textures that way.

BTW,,,,,that's a good looking dock project. The diving board is a nice touch.

RD
 
I'll get there with the textures. The thing is I can't find my pictures.

The dock is a re-creation of the one I learned to swim from when I was a boy. I remember it well.
My mother taught me to swim (or sink) off that very dock. When I was a little boy my mother tied a bed sheet that was cut up in strips to form a rope, through my belt loops. Then she gave me the option to jump in. I cried and cried. I was scared. There was a rule to be on the dock only if you could swim. No argument. I broke the rule so she decided it was time to teach me to swim. I did not get in the water of my own free will. She threw me in. I cried and cried. Before I knew it, I learned to swim.
The high-dive was 14'. The diving board was broken in half more times than I remember by my cousins. They jumped off the high-dive onto the diving board and snapped it into splinters. It was built from clear fir 2x4's laminated (16 (stacked) wide) and 12 feet long. We had many, many outings there skiing, tubing, swimming.
I grew up at the lake and spent most of lifetime enjoying the peace and serenity.

This is where a good part of my project derives from. Good times past.
 
Actually, everything I've made has been very optimized. As good as it can be anyway.
I'll admit I do have some complex objects, but, building them, and testing them in sim will tell me the real story.
If things are too complex and hit on the frame rates, that's when I'll step back and look the objects more intensely to see if I can optimize them further.
My main approach is eliminating draw calls. So far, I've created a lot of nice texture sets that let me limit them to minimums without giving up a realistic appearance.

Oh, RD, the malts are on me. Just don't forget your bag of Sketch-Up goodies when you leave the house :icon_lol:

Here's a boat dock. Textures are not set as it will take time to create something more realistic for a planked appearance the way I'm wanting.

View attachment 77507

On performance and optimizing.
These objects I see here could all be done using a single drawcall, if you use just one big texture map and one material. Just as an example, have a look at the ww2 Cat crawler pulling the road scraper below. I made that last week. It has a quite complex structure and an unwrapped uwv texture mapping, but uses only one drawcall, one material, one big texture map and around 13k (texture) vertices. That sounds like a bit much but as long as you can batch everything together in one material / drawcall, you won't get a noticeable framerate hit.
Is there a vertex welding (make one vertex out of X) or optimizing (eliminate redundant polys, make 1 poly out of X in the same geometry) function in Sketchup? Expecially the latter can greatly reduce the vertex count on an object without making sacrifices of the geometry or appearance.

Nice work guys! This can be addictive, huh (don't ask my wife...)?

Cheers,
Mark

1-ondonga-letourneau-caryall-scraper.jpg
 
A nice little get away....

.....of course you would need a float equipped airplane to include flying activities.:icon_lol:

RD
 
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