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    Sculpt using UVs and displacement maps

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    • majidM Offline
      majid
      last edited by

      Michalis , I like your sculps and also the trick you use. but am really confused with unwrapping (I;ve only tested 3ds max,...... Blender is almost horrible to me,... I scare the interface... )

      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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      • olisheaO Offline
        olishea
        last edited by

        The sci-fi scene was just something I'm playing with, trying to push SU to breaking point basically!! These sculpts are fantastic 👍

        oli

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        • michaliszissiouM Offline
          michaliszissiou
          last edited by

          Thanks
          Oli, Majid.
          Blender UV editor is among the best around.
          All my recent "panels" for baking them into a depth map, are, now, made in SU. Maybe the best tool for this job. As, topology is irrelevant to this method. Then obj export and bake depth in blender. Fast, precise and effective.

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          • michaliszissiouM Offline
            michaliszissiou
            last edited by

            A friend from blenderartists made a tutorial on this method.
            It's only the basics, plus a nice compositing tut in the end.
            Many more to say on the UV editor but you can see the idea behind such technics.
            It's the old displacement method, but indicates the need of clean topology as base and the use of a UV editor.
            All the trick is to align the unwrapping to the geometry of the pattern. Horizontals and verticals on the pattern, only. Any curves are coming from curving the topology. Loops etc.
            http://www.youtube.com/watch?v=VY9vHdwUo98

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            • olisheaO Offline
              olishea
              last edited by

              excellent tutorial, you are famous!

              in fact it's probably the only blender video that breaks it down quite nicely, got me intrigued now!

              oli

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              • simon le bonS Offline
                simon le bon
                last edited by

                Hi Michalis,

                I am completely fan of these productions

                my best, Simon.

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                • michaliszissiouM Offline
                  michaliszissiou
                  last edited by

                  Thanks Oli. I believe, by all means, I have something here. So many fancy apps for just using displacing as a sculpting method. Fancy tools on such worlaround. Think about it. No real geometry. No real extrudes (push pull). Just displacing a hi subdivided mesh.
                  @Simon.
                  What production now? These are just 10 mins doodles.
                  We may be more clever than others involved into 3d VideoGaming industry. You never know LOL
                  we can understand maths, thus, we can understand what displacement, as a sculpting method, means. Though Zbrush is dedicated on this method.
                  Sorry to say this, but I mean it.

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                  • simon le bonS Offline
                    simon le bon
                    last edited by

                    @michaliszissiou said:

                    @Simon.
                    What production now? These are just 10 mins doodles.
                    We may be more clever than others involved into 3d VideoGaming industry. You never know LOL
                    we can understand maths, thus, we can understand what displacement, as a sculpting method, means. Though Zbrush is dedicated on this method.
                    Sorry to say this, but I mean it.

                    "What production now? These are just 10 mins doodles."
                    I Michalis, I see you actually engaged in a certain waywardness mood. And even if I miss the context implicated I'm sure you have some good reasons for.

                    Apart that, no matter the time passed and the effort/difficulty (I know the simple use of displacement maps 😉 😞 everything you touch by sculpting , by computer modelling etc comes artistically interesting / beautiful.

                    See that Gothic/Futuristic building!!
                    I would really like to see it constructed in a real place. I feel it

                    https://dl.dropbox.com/u/24090090/goth1H.jpg

                    (Well, I can also understand that it is annoying in a certain way to receive compliments too simple and direct)

                    Staying aware of your "productions"
                    ++ simon.

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                    • michaliszissiouM Offline
                      michaliszissiou
                      last edited by

                      Simon
                      It's a nice trick, a very inspiring game if you like.
                      One for sure.
                      Real sculpting means real geometry. The best way is to use tris for this.
                      After you have the basics, the rest can be just displacements. Not real sculpting though, is it doesn't change the topology, Only subdivides and displaces it.
                      But to use random patterns around, have a full control on where to place them after... a nice tool for visualizing things.

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                      • pilouP Offline
                        pilou
                        last edited by

                        The Uv Video construction of the Texture remember this crazzy gallery!
                        Have fun visit! ☀
                        by Jock Cooper (I believe that you can use these textures for no commercial use - Creative Commons licence)

                        http://www.fractal-recursions.com/fractals/fractal-02070501.jpg

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

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                        • pilouP Offline
                          pilou
                          last edited by

                          And also another thing 😄
                          The texturing of the tore is a very long process! 😲
                          Why not use an unique square texture composed with tricky organisation on the edges for have graphic connection ? And no symmetric thing in the center!
                          So you have 4 possibilities in 2D for one quad or 8 if you inverse the face!
                          So just make a random for each quad and you have a perfect texture with no repetition on the tore!

                          I have make the same for volumes (and a 24 position of a dice) !
                          Here the script for 24 positions of a volume in the space 3D for Blender 😉
                          Many Thanks to Zeauro! 😎

                          http://www.3dsaloon.fr/phpbb3/download/file.php?id=453&mode=view/rokbox.jpg

                          Remember i have made that also for SU! 😉
                          Thx to Sdmitch for the same script for SU 😉 Page (2)
                          Here a no symmetric volume can connect on each face!

                          http://www.3dsaloon.fr/phpbb3/download/file.php?id=1421&mode=view/rokbox.jpg

                          And the next year i will make animation with that inside SU because now I can manage Simfonia! ☀

                          @Simon :look my little videos about Simofonia: and try the free version, you don't regreat it! (in French ze vidéos! 😉
                          Menu Divers / Simfonia
                          It's a very funny Plugin! 👍

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

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                          • michaliszissiouM Offline
                            michaliszissiou
                            last edited by

                            @Pilou
                            This tutorial explains some basic thoughts.
                            This technique is made for much more than displacing a torus (which actually isn't sculpting at all)
                            Much more to say on UV editing, on blender UV editor especially. It seems, I'm among the few who know how to handle it spontaneously. Funny, the tool is among the best I've seen around, very easy to use. I still remember this maya UV nonsense (brrrr)
                            The UV texturing of a torus is a two-three clicks operation.
                            -select faces
                            -U key for UV_unwrap, [reset], ctrl+P to pack on texture, [foolow active quad] to align them nicely. Voilà.
                            Now, the next generation of experiments LOL
                            Psychonautics. More are coming, including figurative sculpting too.

                            https://dl.dropbox.com/u/24090090/psychoA1.jpg

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                            • N Offline
                              nickchun
                              last edited by

                              Michalis, thanks a lot for introducing this. I have just started learning Blender again and have learned a lot by following yours and Olivers tutorials.

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                              • pilouP Offline
                                pilou
                                last edited by

                                As any image can be used for displacement this world is quasi infinite! 😄

                                Number images 1000 * 1000 pixels with 1 000 000 colors
                                = 1 000 000 Power 1 000 000 so a big number! 😄

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

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                                • michaliszissiouM Offline
                                  michaliszissiou
                                  last edited by

                                  @unknownuser said:

                                  As any image can be used for displacement this world is quasi infinite!

                                  Indeed.
                                  Meanwhile try exr 32 bit images for depth map. Unfortunately, such maps can be produced by baking only. Any other attempt may become quite unpredictable.
                                  Pilou, my "message" is to use horizontals and verticals only, leaving the interesting part on the topology and UV mapping. So, to have predictable results, and unpredictable results too. Like clicking the button "I feel lucky", sometimes. 😄

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                                  • simon le bonS Offline
                                    simon le bon
                                    last edited by

                                    @unknownuser said:

                                    @Simon :look my little videos about Simofonia: and try the free version, you don't regreat it! (in French ze vidéos! 😉
                                    Menu Divers / Simfonia
                                    It's a very funny Plugin! 👍

                                    Hi Pilou

                                    Hope you feel good. 😄
                                    Thank you to have driven my attention on this plugin. As you had surely thought, I am naturally very interested on the ability to achieve camera and crane movements, but also models animations through SketchUP. I have watched your 2 firsts videos: instructive & simple but funny also (the steamroller compressed 😆 )

                                    (I'm very upset that Macgile have given up with the development of CameraKeyMaker. Drawing a 3d curve as a pilot for the camera was a brilliant and efficient idea.. I don't know if it is possible to do the same with Simfonia)

                                    I would like to take this occasion, because your link leads to a site dedicated to MOI, to say to you how these videos are nice and inspirationnal (+ Faits divers dans Pilou_maison). I have made some learning of Moi, Moment of inspiration (Alternate trial version (No expiration but save disabled)) mainly by the help of these videos.

                                    +++Simon.

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                                    • pilouP Offline
                                      pilou
                                      last edited by

                                      Sorry I have not yet study the camera! 😳

                                      There is something curious with this program, you can't easily use a curve made by SU, but yes from a curve made with Excel or Open Office for use values of them ! 😲

                                      I have asked this for the next version 😄

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

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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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