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    Sculpt using UVs and displacement maps

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    • michaliszissiouM
      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
        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
          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
            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
              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
                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
                  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
                    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
                      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
                        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
                          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
                            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
                              olishea
                              last edited by

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

                              oli

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                              • S
                                sepo
                                last edited by

                                Mich...you make me want to start playing with Blender... πŸ‘

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                                • michaliszissiouM
                                  michaliszissiou
                                  last edited by

                                  Thanks, Oli, Sid.
                                  Here's an interesting video.
                                  http://www.youtube.com/watch?v=dsMCVMVTdn0

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                                  • michaliszissiouM
                                    michaliszissiou
                                    last edited by

                                    Thank you Pilou,
                                    And thank you, thank you, thank you.

                                    Meanwhile. I tried for a very low poly version, friendly to VG engines. And to SU I guess.
                                    ~15k faces, just to have a rounded enough cylinder. The trick is to use an ambient occlusion map combined with bumps. It's fake but almost does the trick.

                                    https://dl.dropbox.com/u/24090090/CorBumpAO.jpg

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                                    • pilouP
                                      pilou
                                      last edited by

                                      Indeed very interesting! 😎

                                      He has a good master πŸ˜‰

                                      Explore this site! It's fabulous, totally amazing! 😲

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

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                                      • michaliszissiouM
                                        michaliszissiou
                                        last edited by

                                        I couldn't resist
                                        Same technique,
                                        this time the new NPR Toon shader by cycles.


                                        prodeOutLine2LL.jpg

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