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    A drapery study

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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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