Corinthian order
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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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Hi nomer
Thanks, yeah, its a little complicated workflow. It has to as dealing with hi definition sculpting, decimated and still trying to render all these details. Blender is an experimental project and will always be so. For advanced users. But it has lot of fun. -
Can't see the image...
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And a fast hdr lighted blender render in 30 sec (1920 px)
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We can see the 2 pictures with rapture!
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sorry frederik
I'll start hatting all these servers like media fire, like dropbox, like... I don't know how these work, an unpredictable behavior for me. Sorry again.Please, I need some help, can you see this picture here?
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Yes - now I can also see the images...
May I suggest that you use the board attachment system in the future...
This is also to avoid images getting lost in the future when using 3rd party hosts... -
I saw your stuff on zbrush central. Well man this is something outstanding. Respect!
I guess the artisan indeed looks a bit lol from your level -
yep, I see your pictures .
Very impressive !
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thanks frederik, of course I'll use board att in the future. Its just a test. Though ICC profiles are preserved this way.
rv1974, thanks, you can't compare artisan with the blender-3dcoat-zbrush combo, you can't compare SU either. But artisan is easy to use and -which is important to me- exports friendly to zbrush meshes. So its easy to fast sculpt some base in SU, export for broad sculpting and import again.
Try an interior scene modeling and start thinking otherwise, here SU is perfect. It took me a week to start modeling in SU and 1.5 year to learn the combo, still learning. Many ways to skin a cat.
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