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    Sculpt using UVs and displacement maps

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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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