Building a ship in a bottle

Check out my 3D model of DNA Lounge. A work in progress...

I haven't colorized anything yet, and there are still a lot of details missing, but it's kind of ridiculously detailed already.

Suggestions from SketchUp experts welcome...

Previously, previously, previously.

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18 Responses:

  1. ducksauz says:

    You know someone's going to 3D print this on a reprap once you're done, don't you?

  2. Edouard says:

    Looking nice! Do you want to make the model available once you've finished with it? It might be fun to render it...

  3. The light system appears to be missing. I'll bet you couldn't be bothered to model the DJ gear either. Those CD players look awesome; you can't just leave out fantastic details like that, now can you?

    also, how long do you think it will be until this ends up in second life so virtual furries can have dance parties and virtual furrie sex in it?

    • jwz says:

      Patches gladly accepted.

      Seriously, go find me .skp models of these things. They might actually exist.

    • pavel_lishin says:

      "Are you tired of being kicked out every time you piss on a curtain in DNA Lounge? Now, you can do it in Second Life, for the low, low price of $10.99! (Urinating penis and DJ Set not included.)"

      • Kevin says:

        There is probably a huge business opportunity to model real-life exclusive clubs in Second Life. "Now you too can party at the Playboy Mansion!"

  4. Richard says:

    Impressive. You nut with no time management skills, you.

    My main recommendation is one of the ones I had last time: more layers.

    I like to put big collections of stuff like "first floor" and "roof" and "exterior walls walls" and "floor joists" and the like into layers. (Recalling that a "layer" is an attributes of an object, not a strictly hierarchical level or levels of the group-membership tree as in Illustrator.)

    Then use the layer panel to quickly and easily hide stuff when you're working on interiors or on another part of the model than might get obscured from an otherwise useful viewpoint.

    Remember that you can, for example, have an entity have attribute "exterior wall" while also being part of a group that has attribute "first floor". That's extra useful because you can turn off all exterior walls while keeping the rest of the model, or turn off everything on the first floor while keeping other exterior walls visible.

    Some half-remembered hints for applying textures:

    * You'll learn now that you had to be really careful about the forward (whiter) and reverse (purpler) sides of every single damned surface. Looks like you have been, though.

    * Don't apply textures to individual surfaces if you can help it. Paint groups and entities and components where possible. (Note that I make pretty much everything into a group, even random rectangular surfaces, unless I actively want it to be subject the as-often-as-not-infuriating geometry-merging business.)

    First advantage is that you can edit the object without being distracted by texture that is applied to it.

    This of course can be done by changing the global view style, but I found it useful to work this way independently of that.

    For re-used mono-chromatic components I go so far as to put the un-coloured guts inside a group (ie the group contains everything but the final texture) which then gets painted as a whole.

    Second is that it's far easier to change the paint if it's sloshed once onto an entire group than if you have to hunt down each affected surface.

    * I don't know if it is still this way, but there used to be some fuckage (by my definition of what I wanted happening) where objects that were scaled end up with texture being scaled the same way. This wasn't a problem with plain paint, but if you had, say a object "1x1x1m cube" which you stretch out elsewhere for bigger and smaller cubes, then the other guys would have bigger and smaller ceramic tiles or leaves or gravel or whatever if they were painted that way, which is almost never desirable. I used to get screwed by scaling a group (eg a rectangle representing a beam) and having the final texture get distended -- this is surprising, whereas scaling the texture on a scaled component (titanic "Arthur Dent throwing the Nutrimatic Cup") is a bit less so.

    I remember this being a problem for me with stair treads, which I'd like to just stretch horizontally to make narrower and wider versions, but ended up with weird-looking tread surfaces.

    Maybe Sketchup versions in the last year have made some option to work around this somehow.

    * You'll also learn to be careful with the origin point and orientation of components, because textured paint within a component gets applied relative to that (which is the right thing nearly every time), not to a global axis system.

    That's off the top of my head, and again it's been a while for me.
    Must ... resist ...

    Lucky you don't have a day job or you'd be fired for obsessive goofing off.

    How's the carpal tunnel doing? Or does Futurist Fun Space Ball fix everything, just like the Dvorak people say?

    PS Thank you so much for comment preview.
    But I do wish "Notify me of follow-up comments via e-mail" were off by default. Opt in, please.

    • jwz says:

      How is using layers different/better than just checking the "hidden" bit on groups-of-groups? I got screwed by layers in my first go-round which left me with the assumption that they were redundant and broken and awful. What advantages do they confer?

      And how can an object be both "exterior wall" and "first floor"? An object can only be in one group and have only one layer, right?

      • Richard says:

        It's different because lots of different groups can have the same "layer" attribute, and you can toggle that independently of other visibility. Also, I find it convenient not to group, say, all the ground floor surfaces of a group of adjacent buildings into one group just so I can hide it all at once: those surfaces really belong to different buildings. The idea is that you can make broad-brush visibility (clutter, alternate models, etc) changes rapidly and (quasi-)independently of the object membership hierarchy.

        My problem with selectively hiding things to get at other stuff is that the only tool one has at your disposal later is "Unhide All", which, for me at least, means I end up having to re-hide more than half the stuff again after checking out the overall view, but "redo"ing the "unhide" might not be right either.

        Using layers to control visibility, one can quickly toggle on and off all sorts of things. Remove extraneous detail. Remove fluff like vegtation. Remove all the roofs, etc. Quickly check if the little interior detail you're working on lines up with the big picture, then hide the big picture again and get back into it.

        An object can indeed only have one layer attribute. (Again, think if it as an property rather than in terms of "being on" a layer, which for me for a a long time, mislead me to think of a strict hierarchy.) Visibility does inherit from up in the group/component tree. If a parent group isn't visible, none of its children will be. But sub-entities of a group can invisible without affecting differently-attributued sibling sub-groups.

        So for example if an entire group (including walls and attached light fixtures has "side wall" layer attribute, while within it the walls have the "wall" layer and the light fixtures are "finnicky stuff", then you can make the entire lot evaporate (parent invisible implies children are invisible) by toggling "side wall" layer visibility, or you can turn off "wall" to leave the light fixtures hovering in place (the layer attribute and associated visibility of the wall is independent of its higher-up groups' "side wall" attribute.)

        An object can have attribute "exterior wall" and group of which it is a member can be "first floor". Only one layer per object (arguably an unnecessary restriction, but then would visibility be AND or OR?), but an object's parents can have different layer attributes.

        It took me a while to work out myself. I feel much better since the operation.

  5. James says:

    Use textures from photos instead simple colors on large surfaces (and projected textures for curved surfaces) but for the small parts and things like the speakers you've already segmented, don't try textures unless you need a blood pressure spike.

  6. Hadlock says:

    Just curious, but what was the reasoning behind making the first step so much shorter than the other (presumably even-spaces) steps?

  7. casey says:

    Looks and smells better than the real thing!

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