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    Sculpt using UVs and displacement maps

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    • michaliszissiouM Offline
      michaliszissiou
      last edited by

      A new tutorial for advanced users, http://blenderartists.org/forum/showthread.php?273033-Sculpting-with-UVs-and-displacements&p=2268060&viewfull=1#post2268060

      It became impossible to post a decent link, how can I do this?

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      • S Offline
        sepo
        last edited by

        Amazing stuff Michalis....I've just seen this...

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        • michaliszissiouM Offline
          michaliszissiou
          last edited by

          Thanks sid.
          Nothing new on this workaround.
          It's just a well organized displacement.
          The trick is to align a geometrical dipl pattern, a map, to the topology of the mesh. Blender UV editor is among the best around, the simpler, the easiest to use. Probably the best UV editor I have seen. (better than the fancy, full of expensive plugins, max2012 UV editor). I wonder, where the myth of the "sadistic" blender UI is coming from.

          BTW, new, experimental, implementations like the wonderful cycles / hair rendering, the new dynamic topology sculpting option and much more, found the way to the trunk. So, download latest builds from:
          http://www.graphicall.org/
          or
          http://builder.blender.org/download/

          Have fun.

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          • pilouP Offline
            pilou
            last edited by

            Just a little question
            Does Blender has a similar function like the new Panel Loop who seems a new poweful concept for easy hard surfaces moving (see Dragon Flyer video By Pixolator) 😲

            Frenchy Pilou
            Is beautiful that please without concept!
            My Little site :)

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            • michaliszissiouM Offline
              michaliszissiou
              last edited by

              Not at all Pilou
              Actually, I tried this zb workaround.
              Have a look http://www.zbrushcentral.com/showthread.php?83616-the-wrestler-(WiP-museum_scene)&p=995522&viewfull=1#post995522
              Blender (as lot of other apps) has many tools to control all these loops.
              Zbrush is lost in a completely random workaround.
              Random is fine, but not that much.
              Zbrush also produces rather dirty topology this way.
              Things are getting complicated, as you have to retopo all these and bake maps on new UVs.
              To export to a video game engine. My guess, you hate it as much I hate it.
              Whatever.
              Here's a complete non sense.
              10 mins doodling. I wonder how much an advanced user of zbrush needs to do something like this.
              I post here Pilou, just watch the loops.


              po.jpg

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              • pilouP Offline
                pilou
                last edited by

                Many thanks for all these infos and bravo for your visuals tests! 😎
                by michaliszissiou

                http://www.zbrushcentral.com/attachment.php?attachmentid=338699

                Frenchy Pilou
                Is beautiful that please without concept!
                My Little site :)

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                • majidM Offline
                  majid
                  last edited by

                  seem blender is killing lots of strange and time consuming Su modelings easily, that is great for sure, though I have no need to such things in my architectural modelings, by the way that is really great!
                  I remember the topic on complicated modeling inside SU! πŸ‘Š

                  My inspiring A, B, Sketches book: https://sketchucation.com/shop/books/intermediate/2612-alphabet-inspired-sketches--inspiring-drills-for-architects--3d-artists-and-designers-

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                  • michaliszissiouM Offline
                    michaliszissiou
                    last edited by

                    Thanks Majid,
                    Some heretic architecture, πŸ˜†
                    Just playing with topology and UVs/displacements, something I can't do in SU.


                    neoGothic1L.jpg

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                    • pbacotP Offline
                      pbacot
                      last edited by

                      At last a practical application! πŸ˜‰ This look incredible!

                      MacOSX MojaveSketchUp Pro v19 Twilight v2 Thea v3 PowerCADD

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                      • pilouP Offline
                        pilou
                        last edited by

                        by Viralata (Blender dislacement) Cycles

                        http://www.viralata.fr/wp-content/gallery/displacement/2rondscouleur.jpg

                        http://www.viralata.fr/wp-content/gallery/displacement/zenentoussens.jpg

                        http://www.viralata.fr/wp-content/gallery/displacement/carres.jpg

                        Frenchy Pilou
                        Is beautiful that please without concept!
                        My Little site :)

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                        • michaliszissiouM Offline
                          michaliszissiou
                          last edited by

                          I'm very interested on how this guy did these, I would like to post a link on his personal site in blenderartists forum.
                          Unfortunately, english language doesn't work as expected (as option).
                          I really don't understand how he did it. He owns a super computer or... I simply can't understand. Because topology doesn't follow these displacement maps. So, a really high subdivided mesh is in use.
                          Thanks for posting though, very interesting.

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                          • pilouP Offline
                            pilou
                            last edited by

                            You can post here πŸ˜‰
                            He must make a little tuto about that πŸ˜‰

                            Frenchy Pilou
                            Is beautiful that please without concept!
                            My Little site :)

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                            • michaliszissiouM Offline
                              michaliszissiou
                              last edited by

                              I see, thanks Pilou.
                              He used the experimental displacement method. Subdivisions take place in cycles only, internally. We're talking about many millions of faces, ~10 or 20 M.
                              This method is under heavy development, it may be ready in 1-2 months. For the time being, it works with procedural textures only and it's a little buggy. It doesn't work on UV textures as this sophisticated dicing method of the surface erases UVs. Patience, it's a matter of a few more months.

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                              • michaliszissiouM Offline
                                michaliszissiou
                                last edited by

                                Against all these fractals and more or less random constructions,
                                from the ancient past to SciFi, from east to the west. πŸ˜†
                                Cycles render.


                                maskDisplL.jpg

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                                • olisheaO Offline
                                  olishea
                                  last edited by

                                  Nice! A new style perhaps? I'd like to see more of these, with this new/old style. πŸ‘

                                  oli

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                                  • majidM Offline
                                    majid
                                    last edited by

                                    @unknownuser said:

                                    by Viralata (Blender dislacement) Cycles

                                    http://www.viralata.fr/wp-content/gallery/displacement/2rondscouleur.jpg

                                    http://www.viralata.fr/wp-content/gallery/displacement/zenentoussens.jpg

                                    http://www.viralata.fr/wp-content/gallery/displacement/carres.jpg

                                    these are all great... have an eye on this topic...

                                    My inspiring A, B, Sketches book: https://sketchucation.com/shop/books/intermediate/2612-alphabet-inspired-sketches--inspiring-drills-for-architects--3d-artists-and-designers-

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                                    • michaliszissiouM Offline
                                      michaliszissiou
                                      last edited by

                                      These posts are quite out of topic.
                                      Sculpt using UVs (these don't have UVS) and displacement maps (they don't use maps either)
                                      These are procedural textures, random or fractal more or less.
                                      I'm not interested at all.
                                      IMO, fractals and art are two different things.

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                                      • michaliszissiouM Offline
                                        michaliszissiou
                                        last edited by

                                        Thank you Oli, I missed your reply, sorry.
                                        Some more, not random, neither fractal constructions.
                                        An insect like spaceship and another a little nightmare artifact. Both using a slightly different approach, now under 100k faces resolution. In fact they can be as 2000 faces assets, very friendly for game engines (or SU LOL)


                                        NorMapsSculp2.jpg


                                        artifactM.jpg

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                                        • michaliszissiouM Offline
                                          michaliszissiou
                                          last edited by

                                          An interesting link on architectural applications (CNC) http://www.michael-hansmeyer.com/projects/columns.html?screenSize=1&color=1#1.
                                          A friend from zbrush forum posted it (LVXIFER), so I repost it.
                                          and a new one, just testing the use of normal maps instead of displacements.
                                          Results to very low poly bases. Can be imported even on VG engines.


                                          crab1L.jpg

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                                          • olisheaO Offline
                                            olishea
                                            last edited by

                                            michalis, i missed your architectural image on page 3. its simply stunning! πŸ‘

                                            oli

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