A gallery scene?
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Thea unbiased.
I am not sure what the original should look like, so I had no clue as to displacement strength.
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Holy #$%^. You guys make a good team. These look unbelievable!
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Pretty cool, Michalis.
Is there a story behind these sculptures? Were they based on historical ones?
Take care,
_KN
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Pete, this is real close to reality you know. I'm wondering though about displacement. How many subdivisions are here? The render I posted you had 3 subs in blender, its the default sub of mentalray too. There's an issue about the 16bit tif that zbrush exports. You should try to increase the depth, especially for the base. Did you use normal maps too? But its almost there and its an excellent render.
Thanks ken, here a bad photo from Athens Archeological Museum. (not new acropolis museum) ~550 BC
We can clearly see the red oxides in the surface of an almost white marble. With what left from colors, these statues were colored you see.
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Here's Venus, a kind of, used a reference photo but finished it in front of a model. 3D coat (incredible app, once more) sculpted and UV textured at 5M poly, decimated and exported as .obj 17K tris. Blender used for conversion to .3ds.
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Just a scene, just playing. An 8k UV (texture+bakedAO) mapped model.
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That's art!
What is the place (use) of SU between all the progs named: final state before the rendering?
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Thanks pilou. Just some wall for the moment, a project is coming, lot of SU there (render probably). I'm also testing a new workflow (SU topology to voxels / new topology then. Now to zbrush or 3d coat. What do you say?
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Unified skin in zb is not the best way to go from a base SU model to sculpture. Importing as voxels in 3DCoat is more interesting, believe me.
Thanks for your kind words pilou, you're one of the few that comment my posts in this forum.
Merci, c'est gentil, tu es une des rares personnes qui me font des commentaires dans ce forum. -
I know that retopology is more easy inside 3D COAt than in ZBrush
For the rest I can also say something that I susprised me : Zbrush uses also "voxels" (in background, no visible by the user) when you make an "Unified Skin"
Have fun modeling! -
@michaliszissiou said:
Pete thanks, yeap I know, here it is in front of me trying to make it work. OK there is a confusion these days, new blender 64bit builds comes every 2-3 days, there demonstrate their own internal new renderer too. Lets wait for a few months. I think I'll go for the SU to thea first.
where are you downloading these blender builds? is it from blender.org?
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http://www.graphicall.org/builds/
On your own risk xrok1 lol, read some comments first. -
@michaliszissiou said:
http://www.graphicall.org/builds/
On your own risk xrok1 lol, read some comments first.thank you .
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@Michalis
Have you seen that?
It's the exact oposite of your style -
@pilou
Of course, looks interesting, I don't think that 'opposite' is precise lol, I really like these models. But, for a reason, this thread is difficult for my provider. ??? Who knows... -
OK, so here is the model, has some AO baked textures, if you want the originals (+normal map) please ask.
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michalis, these are great, and unbelievable for me to reach, you are definitely a model/texture master (let me say you are a digiRaphael )
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