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#21 |
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Hall Of Famer
Join Date: May 2010
Location: Wisconsin, USA
Posts: 6,286
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Man, that stuff is sexy.
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My fictional team logos and uniforms |
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#22 |
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All Star Reserve
Join Date: Nov 2015
Posts: 571
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The final step is done in Blender, right? (the baking part) The effect is really cool. This is something we should all learn but I never got around to it. I kinda gave up mid way through...... Thank you Eriq for doing this and sharing your progress. You are the first one to have some real success!
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#23 |
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Hall Of Famer
Join Date: May 2003
Location: Under The Christmas Fish
Posts: 7,753
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Lots and lots of Blender, yeah.
But I just now finished writing up tutorial. With pictures and even some example models you can look at! https://eriqjaffe.github.io/blender/ And here's some fully baked stadiums. I might re-think how I handle "non-baked" elements to make it a little less clunky, but as the tutorial is written, everything seems to function. A couple of the night textures have some odd green speckling and I don't know what's up with that, but that's a topic for another day. Last edited by eriqjaffe; 06-09-2026 at 09:24 PM. |
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#24 | |
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All Star Starter
Join Date: Dec 2001
Posts: 1,125
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Quote:
It says it was installed but doesn't show up.
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ATHL Louisville Jockeys (2001-present) 2002, 2007, 2010, 2012, 2014, 2015, 2020 World Champions Uniform Template 1.2 Last edited by Deft; 06-09-2026 at 10:45 PM. |
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#25 | |
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All Star Reserve
Join Date: Nov 2015
Posts: 571
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Quote:
I am a complete NOOB when it comes to Blenders. I have trouble just navigating around. Sketchup feels so much more intuitive to me. Anyways, this is still something that's worth learning. Thanks once again for leading the charge.
Last edited by Flying_Canuck; 06-09-2026 at 10:50 PM. |
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#26 |
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Hall Of Famer
Join Date: May 2003
Location: Under The Christmas Fish
Posts: 7,753
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Hmm. Not off-hand. I've never had any problems installing the importer from within the Blender preferences. If you go to "c:\users\<you>\AppData\Roaming\Blender Foundation\Blender\5.1\scripts\addons" there should be a "sketchup_importer" folder with a bunch of files in it.
Last edited by eriqjaffe; 06-10-2026 at 10:38 AM. |
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#27 |
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Hall Of Famer
Join Date: May 2003
Location: Under The Christmas Fish
Posts: 7,753
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Made a few changes to the tutorial based on some things I ran across when I was going through that full night bake. The tutorial SketchUp model has also been updated but I haven't replaced the Blender models.
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#28 | |
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All Star Starter
Join Date: Dec 2001
Posts: 1,125
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Quote:
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ATHL Louisville Jockeys (2001-present) 2002, 2007, 2010, 2012, 2014, 2015, 2020 World Champions Uniform Template 1.2 |
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#29 |
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Hall Of Famer
Join Date: May 2003
Location: Under The Christmas Fish
Posts: 7,753
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#30 |
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All Star Starter
Join Date: Dec 2001
Posts: 1,125
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Getting there
I am realizing I need to cleanup a bunch of construction geometry and creating components of similar materials is a good method for organizing components.
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ATHL Louisville Jockeys (2001-present) 2002, 2007, 2010, 2012, 2014, 2015, 2020 World Champions Uniform Template 1.2 |
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#31 |
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Hall Of Famer
Join Date: Apr 2004
Location: Dedham, MA
Posts: 10,189
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Very cool work! Any screens of what it looks like in OOTP?
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Senior "Nancy Boy" of the OOTP Boards _______________________________________________ |
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#32 |
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All Star Starter
Join Date: Dec 2001
Posts: 1,125
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that is in OOTP
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ATHL Louisville Jockeys (2001-present) 2002, 2007, 2010, 2012, 2014, 2015, 2020 World Champions Uniform Template 1.2 |
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#33 |
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All Star Starter
Join Date: Dec 2001
Posts: 1,125
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Sun bleached
Getting better but definitely needs some sun manipulations.
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ATHL Louisville Jockeys (2001-present) 2002, 2007, 2010, 2012, 2014, 2015, 2020 World Champions Uniform Template 1.2 |
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#34 |
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Hall Of Famer
Join Date: May 2003
Location: Under The Christmas Fish
Posts: 7,753
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Playing around with it, the simplest thing to do might be to play around with the exposure settings (Render -> Color Management -> Exposure).
edit: unfortunately this only works for the viewport and renders, not for baking.
Last edited by eriqjaffe; 06-17-2026 at 10:27 AM. |
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#35 |
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All Star Starter
Join Date: Dec 2001
Posts: 1,125
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I like it! I am struggling with night baking the actual lights. Any suggestions?
Some more notes: Smart UV Troubleshooting Occasionally the Smart UV in default settings struggles with long and thin surfaces so clicking the auto-scaling or changing to horizontal or auto-axis aligning resolves this issue. Fixing Sketchup Issues after Importing into Blender If you have a component that is not what you want went in blender, you can delete the component from your blender file, and reimport the updated sketchup file. It will show up as a new Loose Entity (Loose Entity.001 usually). You can delete the top level new mesh (Loose Entity.001) and the sub-meshes will collapse into the original imported meshes. Find the new component you want to modify and follow the regular operations and then delete all of the new duplicated component usually identified with .001 suffix.
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ATHL Louisville Jockeys (2001-present) 2002, 2007, 2010, 2012, 2014, 2015, 2020 World Champions Uniform Template 1.2 |
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#36 | |
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Hall Of Famer
Join Date: May 2003
Location: Under The Christmas Fish
Posts: 7,753
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Quote:
I haven't yet figured out how to handle making the actual lights look brighter in Blender. Probably the simplest thing to do would be to just edit the light tower's night texture(s) in Photoshop and just adjust the levels of the section containing the lights until they look "lit" since they won't really be affected by shadows anyways. TBH I'm still trying to figure out the best way of doing this. One thing I came across that is kind of cool is the "Sun Position" addon, which can help with creating accurate real-world shadows. Provide a latitude, longitude, date, time, set where "north" in the model is, and voila! https://extensions.blender.org/add-ons/sun-position/ |
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#37 |
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Hall Of Famer
Join Date: May 2003
Location: Under The Christmas Fish
Posts: 7,753
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I've updated the tutorial with Deft's notes in the FAQ and also added a couple of utility scripts packaged as an addon:
https://eriqjaffe.github.io/blender/...rk-toolkit.zip It will add an "OOTP" menu into the 3D Viewport when you are in Object mode with the following actions:
There may be more in the future, but these are the convenience things I've done so far. You install this the same way you installed the SketchUp Importer add-on. Last edited by eriqjaffe; 06-19-2026 at 06:31 PM. |
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#38 |
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Hall Of Famer
Join Date: May 2003
Location: Under The Christmas Fish
Posts: 7,753
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With the help of Gemini AI, I've updated the toolkit addon with some significant changes.
These are optional and may or may not work for you, but they work for me and may save you some time. https://eriqjaffe.github.io/blender/...rk-toolkit.zip |
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#39 | |
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All Star Starter
Join Date: Dec 2001
Posts: 1,125
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Quote:
Also, how are you handling live scoreboards with your scripts?
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ATHL Louisville Jockeys (2001-present) 2002, 2007, 2010, 2012, 2014, 2015, 2020 World Champions Uniform Template 1.2 Last edited by Deft; Yesterday at 05:59 PM. |
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#40 |
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Hall Of Famer
Join Date: May 2003
Location: Under The Christmas Fish
Posts: 7,753
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There's a manual "Triangulate Faces" command you can run if you want beforehand - it's basically the opposite of the "triangles to quads" command, and it's even right next to it in the menu. The export script passes an "export_triangulated_mesh" flag as a part of the process which should do the same thing though.
I'm not handling live scoreboards at all, that's still a manual process. But as long as the texture's filename is consistent with what OOTP is expecting that should work the same way as it did before. And since the naming should all be consistent thanks to the other scripts, I've replaced the one-by-one "Set Up OOTP Material" script with one that loops through all components that aren't tagged "nobake," creates the new material like the old script did, and then attempts to load the day texture since if you used the bake script, it should exist. Ran it against the tutorial model and it took like half a second. It's not tied to the export script so you'll still have to run that one separately. I'd like to keep things relatively compartmentalized.Link for the updated addon is the same as above. Last edited by eriqjaffe; Today at 10:27 AM. |
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