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    Sculpt using UVs and displacement maps

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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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                            • S Offline
                              sepo
                              last edited by

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

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                              • michaliszissiouM Offline
                                michaliszissiou
                                last edited by

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

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                                • michaliszissiouM Offline
                                  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 Offline
                                    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 Offline
                                      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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