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    A drapery study

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    • Rich O BrienR Offline
      Rich O Brien Moderator
      last edited by

      Hi,

      At first i was astonished at the detail. Then i googled the statue and my mind was blown away at the attention to detail and shear complexity involved.

      Hope you don't mind that i uploaded image for others to see it in it's original form.

      elgin_marbles.jpg

      Download the free D'oh Book for SketchUp πŸ“–

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      • michaliszissiouM Offline
        michaliszissiou
        last edited by

        Thanks rclub24. You see, Feidias' statues are... where art is a deeper meaning of nature. Should not expect this from a 10 000 poly model and my talent. πŸ˜†

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        • michaliszissiouM Offline
          michaliszissiou
          last edited by

          Here's a more peepee render some modifications. Please feel free to use the skp as you like.
          20091102172120_1m28s.jpg


          Feidias2.skp.zip

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          • olisheaO Offline
            olishea
            last edited by

            love it what a masterpiece. so do you model straight from photos? must be hard, no?

            lovely images

            oli

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            • michaliszissiouM Offline
              michaliszissiou
              last edited by

              Thanks oli. Yeah, from photos, old photos years ago from the British museum. Not many details in the shadows though, but I remember how exited I was. So here's the solution, your favorite 'toy camera analog'. Not a toy at all IMO. Used the zuiko lens. Have fun.
              effected-005.jpg

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              • 2 Offline
                2kemon
                last edited by

                I don't know if you've already posted it, or if your are willing to. But I find your workflow fascinating, and you seem to generate consistant results. I've searched in your posts, but couldn't find a tutorial. Would you be willing to write one? πŸ˜‰

                On a side note: Do you use blender 2.50? It's out there in a alpha/beta release, and one of the significant improvements is supposed to be render speed and texture handling.

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                • michaliszissiouM Offline
                  michaliszissiou
                  last edited by

                  Thanks 2kemon.
                  Try to have texture names less than eight letters (3-4 are fine) in blender. Try to have less than 20 000 poly models too (in blender). Export to SU as 3ds. Thats all. About the rest, well its about blender and zbrush, its about how to bake in blender, how to UV map models, lets talk about these in http://blenderartists.org.

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                  • N Offline
                    nomeradona
                    last edited by

                    wow another excellent one.

                    visit my blog: http://www.nomeradona.blogspot.com

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                    • GaieusG Offline
                      Gaieus
                      last edited by

                      Another one...


                      _test.jpg

                      Gai...

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                      • michaliszissiouM Offline
                        michaliszissiou
                        last edited by

                        Thanks Gaieus. πŸ‘
                        Hadn't this exactly in my mind but looks great. What renderer is this? About UV map, you edited it? You could have a combination of these two textures (the baked and the new one) I think you can use the baked as a bumpmap too.

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                        • GaieusG Offline
                          Gaieus
                          last edited by

                          It's actually a procedural Kerkythea material so there was no need for UV mapping. It wasn't me who made it (I should really get more familiar with procedural textures but it's so Greek to me if you allow this joke here πŸ˜„ although I learnt Ancient Greek at university)

                          Gai...

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                          • olisheaO Offline
                            olishea
                            last edited by

                            u keep tempting me to learn blender michalis these are just fantastic.

                            oli

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                            • S Offline
                              sepo
                              last edited by

                              Michalis this model is your best so far. Love Toycamera pp as well πŸ˜„

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                              • michaliszissiouM Offline
                                michaliszissiou
                                last edited by

                                @gaieus said:

                                It's actually a procedural Kerkythea material so there was no need for UV mapping. It wasn't me who made it (I should really get more familiar with procedural textures but it's so Greek to me if you allow this joke here πŸ˜„ although I learnt Ancient Greek at university)

                                Its greek for another reason Gaieus.
                                http://users.softlab.ece.ntua.gr/~jpanta/index.html
                                So you see, to say that its greek for you, its not by accident. 🀣

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                                • GaieusG Offline
                                  Gaieus
                                  last edited by

                                  Ah yes, Giannis... πŸ˜‰

                                  In Hungarian, this saying would sound "it's Chinese to me" however. Maybe that fits even better. πŸ˜„

                                  Gai...

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                                  • orgelfO Offline
                                    orgelf
                                    last edited by

                                    excellent !

                                    really realistic work πŸ‘

                                    you used sketchup for the low poly ? Because my sketchup' meshes always explode in Zbrush , or have some strange behaviour ...

                                    http://www.orgelf.com

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                                    • michaliszissiouM Offline
                                      michaliszissiou
                                      last edited by

                                      No orgelf. Basic model in blender + UV maps > exported to zbrush 2 500 000 poly there) > detailed modeling there > imported to blender as ~600 000 poly > baked UV textures > then exported again from zbrush as ~10 000 poly to blender > highpoly baked UV maps reassigned to lowpoly model > exported to SU as 3ds.
                                      Do you think now that this is complicated? Its not really. Its the only reasonable way. 🀣

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