Corinthian order
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You should lower the indirect lighting. The Ao as well. Normal maps working perfectly.
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Perhaps I need to give this another try.
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How about this? Used unbiased engine of Thea this time. Relight to balance indirect light from HDR sky and dropped AO (except what been baked in textures). Render time 10 minutes.
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A more completed scene, blender internal render. 1 min at 2000 px.
Aphrodite sculpted in blender-3dcoat-zbrush. Here at 40k faces + displacement and normal maps. -
Where is the clap clap clap?
excelent (as always) -
You got a good render there.
Oh, I didnt know it was posted in October, I though
it was rendered today, i guess i wasn't around then. -
Thanks david57, the last ones are new renders, using latest builds from graphicall.
Another view here, now having baked all shadows-AO, render times at ~10 sec. Ready for a nice camera traveling. -
Thanks KarinaGM, the clap clap is in the 3dcoat forum
Well, I used SU for very basic structure + to export the capital and retopo-resculpt it.
Tools like artisan couldn't help at all. Blender, 3dcoat and zbrush are of the best tools around anyway. (for digital sculpting) -
Where those photos were taken?
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You've done excellent. Renders like dont get any better then that.
I'm guessing your using an HDRI to light your models. -
No HDRI, I'm using a generated sky and this same for AO, environment lighting.
All these HDRI lighting is a myth actually. Same myth for reflections via HDRI. All these are just maps projected via normal to camera or to lighting direction. The "matcaps" of zbrush work exactly the same. A spherize distortion (Ps) projection through camera. This is all. Not a big deal but it works.Thanks modelhead, 3dc, right. A great app. Zbrush is a perfect app, 3dc is a unique one. My favorite apps.
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Michaliszissiou,
I tried that with blender but i used an hdri.
It looks like a toy.Render time was 4 minutes 48 seconds on an old single core
laptop.Columns are from the Google Warehouse.
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Nice, a tip: when using HDRI for lighting ask blender to export a RGBA (png), then use a background decent photo in Ps. Or just do similar in compositor via nodes.
But see how more poly I rendered in less than a minute. And the best trick is that I can bake all these AO shadows lights in UV maps (these already exist) and have similar render quality in real time. Best for animation. I'm already traveling around in blender game engine. -
Thanks, Michalis,
for settings and the help. I'm also
trying out the examples from the net.
I think I'm getting it. -
excellent work Michaliszissiou !!
"as always" as a lot of people said before
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Thank you orgelf
Testing a new blender build here, using just one subdivision for displacement but using the same displacement map as bumps. Similar to new modo501 solution for fast renders. Not so crisp but really fast render (10 sec) Added SSS and indirect lighting. -
Virtual stones carving at the top!
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excellent !
which build did you use ?
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thanks orgelf, r35474. have a closer look in textures palette when nor is enabled (negative values in this case)
Another one, this at 40k, one sub for displ and the rest as new blender bumps. A 30 sec render.
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now i cant follow the workflow. too many new things to me. nevertheless you are far far so far with your workflow. congratulations michalis/
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