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    A drapery study

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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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