Sculpt using UVs and displacement maps
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@michaliszissiou said:
And a very blendish way to say good bye to all of you.
Meet me in blenderartists forum if you like to. I doubt but thats ok.who gave you permission to leave?
It's a great tut and I for one am really looking for to the next Blender release
the new decimation looks great.
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OK Rich
It was one of these days. Sorry for this.
I don't have your permission to leave. Understood.BTW the new decimator (though irrelevant to this method) is "almost" great.
ZBrush still remains the best app on this. (decimator master), (rebuild subdivisions) -
Call off the search party! He came back!
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Somehow my last post didn't go on or stay on. Michalis:
I find these tools and your art very inspiring. It's so far beyond what I do at present, or what would really relate to my work, not sure what to say...but you have me wanting to explore Blender. I've DL'd and "looked" at it so far... Thanks for posting these fantastic images!
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Mealea is a girl who loves the sea. She lives on a boat.
Another one, hr giger like.Because SpaceOdysseys must have a happy end
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@Oli
You came back, not me LOL
(just watched this movie with arnold saying that he's back, lol, what a crap)
@pbacot
Thanks, what I tried to demonstrate here is a way to sculpt via displacements. A nice UV editor is needed and seems that only few apps have such a tool. (LOL)
Let's say, an epidermal and a subdermal sculpting.
DO your basic box modeling, UV it, the rest is sculpt on epidermal subdivided surface. As Zb, Mb, or Mode (recently) do. Any sculpting on a base mesh is a displacement.
Exceptions come from SCulptris, 3dcoat, zbrush(dyntopo), blender (Dynamesh experimental builds) Such apps produce realtime, real topology to describe a sculpted mesh.A more semi-organic attempt, closer to the alien HRGiger like thing.
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Yeah that film is pretty terrible, apart from Chuck Norris!! You can't go wrong!
I can't believe you actually watched it
I've been working on a sci-fi scene on the side and this is really inspiring stuff, each panel looks like an entire landscape, a whole SU model per panel
great stuff,the ship's got sinews!
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@unknownuser said:
I can't believe you actually watched it
I was sleeping, most of the time. LOL
But, I was lucky, saw Arnold's part.
wow, tell me more about this scifi scene. -
A funny space ship.
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A stone star ship very detailed!
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LOL, Pilou
What about this one? I can't figure out what it is.And one of MealeaYing's sculpts, rendered in cycles by me.
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Michalis , I like your sculps and also the trick you use. but am really confused with unwrapping (I;ve only tested 3ds max,...... Blender is almost horrible to me,... I scare the interface... )
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The sci-fi scene was just something I'm playing with, trying to push SU to breaking point basically!! These sculpts are fantastic
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Thanks
Oli, Majid.
Blender UV editor is among the best around.
All my recent "panels" for baking them into a depth map, are, now, made in SU. Maybe the best tool for this job. As, topology is irrelevant to this method. Then obj export and bake depth in blender. Fast, precise and effective. -
A friend from blenderartists made a tutorial on this method.
It's only the basics, plus a nice compositing tut in the end.
Many more to say on the UV editor but you can see the idea behind such technics.
It's the old displacement method, but indicates the need of clean topology as base and the use of a UV editor.
All the trick is to align the unwrapping to the geometry of the pattern. Horizontals and verticals on the pattern, only. Any curves are coming from curving the topology. Loops etc.
Youtube Video -
excellent tutorial, you are famous!
in fact it's probably the only blender video that breaks it down quite nicely, got me intrigued now!
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Hi Michalis,
I am completely fan of these productions
my best, Simon.
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Thanks Oli. I believe, by all means, I have something here. So many fancy apps for just using displacing as a sculpting method. Fancy tools on such worlaround. Think about it. No real geometry. No real extrudes (push pull). Just displacing a hi subdivided mesh.
@Simon.
What production now? These are just 10 mins doodles.
We may be more clever than others involved into 3d VideoGaming industry. You never know LOL
we can understand maths, thus, we can understand what displacement, as a sculpting method, means. Though Zbrush is dedicated on this method.
Sorry to say this, but I mean it. -
@michaliszissiou said:
@Simon.
What production now? These are just 10 mins doodles.
We may be more clever than others involved into 3d VideoGaming industry. You never know LOL
we can understand maths, thus, we can understand what displacement, as a sculpting method, means. Though Zbrush is dedicated on this method.
Sorry to say this, but I mean it."What production now? These are just 10 mins doodles."
I Michalis, I see you actually engaged in a certain waywardness mood. And even if I miss the context implicated I'm sure you have some good reasons for.Apart that, no matter the time passed and the effort/difficulty (I know the simple use of displacement maps
everything you touch by sculpting , by computer modelling etc comes artistically interesting / beautiful.
See that Gothic/Futuristic building!!
I would really like to see it constructed in a real place. I feel it(Well, I can also understand that it is annoying in a certain way to receive compliments too simple and direct)
Staying aware of your "productions"
++ simon. -
Simon
It's a nice trick, a very inspiring game if you like.
One for sure.
Real sculpting means real geometry. The best way is to use tris for this.
After you have the basics, the rest can be just displacements. Not real sculpting though, is it doesn't change the topology, Only subdivides and displaces it.
But to use random patterns around, have a full control on where to place them after... a nice tool for visualizing things.
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