Abu Simbel WIP
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Thanks pete. Something about 60 000 entities in SU. I think I can manage a 20 000 version. But here's another problem with baked models. Texture should be more than 2048x2048... Well the SU doc is about 17 mb zip. How can I post it to you, I love to see it rendered in vue with your magic atmosphere.
OK sorry redot I forgot it. Well the challenge here is baking. By this you can have real time animation in SU. Zbrush has indeed a real time renderer but no raytracing sorry. Nice preview, well not so nice because after hours of work when a real renderer comes, then I have to edit the whole thing again. Its an excellent app anyway.
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really nice! I would also like to see a vue render
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Did not do much besides blend the texture bumps with a rock texture I made for a desert rock a while back and create a spectral GI low pitched sun.
No post work.Good model by the way.
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Now isn't it great? You are a magician pete. No, you are an artist.
I was waiting for this, a sand or a lime stone, my opinion is to use a more "layered stone" same color. Here's a reference photo since 1870 (great photo) before restoration.
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Ah, I see.
I will play more in the week when I get time, here is a quick try.
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Thanks pete. I think next week I'll paint the hole thing and sent you the uv map. BTW you may prefer normal map too. Thanks again.
For everybody who don't understand the use of baked textures, here's a quick animation in SU native (no external renderer). About 3 min (SU uses only one thread, sorry).
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@redot said:
Fantastic images.
One question though: why did you choose that particular workflow?
Does Zbrush not have an appropriate renderer?i guess i will answer this since pms were going back and forth between michael and i on this issue.
we should be thankful to him that he is sharing his workflow. as you know he started with SU and SU was his baby. i guess choosing this workflow is more on helping us to realized that even with SU things could be achieved with proper and carefully baked texture. Baking texture is the main objective of michael.. and he wants to prove to each one of us that its possible. I always tell him that its my beleive that this is the future of SU... nicely baked texture on low poly models.
i know he has the choice to just concentrate with blender. but again he opted to share this with SU because i know he has this "creative fervor" to conquer those unconquer possibilities..
BIG thank you Michael on sharing your workflow. my hope SU developers will see this...by the way you really achieve a good soft shadow there. what lighting did you use?
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[quote="michaliszissiou"]Texture should be more than 2048x2048... quote]now im beginning to understand more on this matter.
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How can I thank you for your kind words nomer? This small movie shows what a baked texture can do. Just exported from SU.
About lighting: is just the sun, checked. You know that there is a small problem in podium but model is about 2 meters high! Baked textures helped a lot. -
@michaliszissiou said:
How can I thank you for your kind words nomer? This small movie shows what a baked texture can do. Just exported from SU.
About lighting: is just the sun, checked. You know that there is a small problem in podium but model is about 2 meters high! Baked textures helped a lot.nope! i think you are the one that should be thanked here. there are indeed few people who are willing to take the risk of exploration and experimentation. nor using SU other than architectural and interior visualization. keep it up.. im a fan of your workflow.. i just hope i have time with blender and zbrush.. but at the moment you know where my focus at the moment.
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Thanks Michalis and Nomeradona.
Texture baking seems quite the interesting subject.
After a quick google i see that you can render to texture with Vray for 3dsm. Do you know if this is true for Vray for SU?
Lovely Vue renders Solo. -
This is an interesting question redot but I don't use vray. Someone could tell us about it. I personally use blender (a swiss army knife for UV mapping IMO).
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Amazing work!...Michaliszissiou
Would you post some "frame" pictures ( without texture ) in order to see the poly..?PAM
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Thanks Malaise.
voilà ce que tu as demandé et aussi un "SU 2d raw export" pour montrer la qualité qu'un SU animation pourrait avoir. No PP, seulement "glow" et "noise" avec gimp.
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This thread is refreshing.
Congrats for making this lovely result.Zbrush and Blender are chinese to me, but I would definitely applaud SU being able to pull of this stuff in the future all by itself.
The wishfull thinking stands in the way though.
I think Google is too busy throwing itself on the mobile phone and OS fuzzy business....we'll see... -
Thanks guys.
Ok Malaise. Here's some more tests trying to reduce polys. Now this has fun. 8 000 polys vs 2 000 polys
Remind you that 2000 polys = 4000 triangles = 8 000 double sided faces in SU, something I don't like at all.
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Quite impressive work.
To reduce poly you should have look on that program :http://www.vizup.com/index.html
Perhaps you may find it useful.Comment as tu modelisé les statues ? - à partir d'une photo..?
MALAISE
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Thanks Malaise.
Zbrush has some great tools to reduce polys. I haven't try vizup but IMO working with triangles always comes to a mesh. We are talking about 1 200 000 > 8 000 > 2 000 polys (square). There isn't any app to do this. My basic model in blender is 2000 then I can go back and place the UV textures from the hi def model. To go from 200 000 to 50 000 or 20 000 is something completely different.
About photo reference didn't find any profile yet. Then my references are other Egyptian statues. -
Fantastic work michaliszissiou and Pete.
I don't know what "baked models" are - what are they, how do you make a "baked model"? I think the advantage is clear to see though!
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Very impressive, congrats!
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