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    Sculpt using UVs and displacement maps

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    • michaliszissiouM 離線
      michaliszissiou
      最後由 編輯

      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 離線
        michaliszissiou
        最後由 編輯

        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 離線
          olishea
          最後由 編輯

          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 離線
            simon le bon
            最後由 編輯

            Hi Michalis,

            I am completely fan of these productions

            my best, Simon.

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            • michaliszissiouM 離線
              michaliszissiou
              最後由 編輯

              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 離線
                simon le bon
                最後由 編輯

                @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 離線
                  michaliszissiou
                  最後由 編輯

                  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 離線
                    pilou
                    最後由 編輯

                    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 離線
                      pilou
                      最後由 編輯

                      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 離線
                        michaliszissiou
                        最後由 編輯

                        @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 離線
                          nickchun
                          最後由 編輯

                          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 離線
                            pilou
                            最後由 編輯

                            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 離線
                              michaliszissiou
                              最後由 編輯

                              @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 離線
                                simon le bon
                                最後由 編輯

                                @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 離線
                                  pilou
                                  最後由 編輯

                                  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 離線
                                    michaliszissiou
                                    最後由 編輯

                                    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 離線
                                      sepo
                                      最後由 編輯

                                      Amazing stuff Michalis....I've just seen this...

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                                      • michaliszissiouM 離線
                                        michaliszissiou
                                        最後由 編輯

                                        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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                                        • pilouP 離線
                                          pilou
                                          最後由 編輯

                                          Just a little question
                                          Does Blender has a similar function like the new Panel Loop who seems a new poweful concept for easy hard surfaces moving (see Dragon Flyer video By Pixolator) 😲

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

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                                          • michaliszissiouM 離線
                                            michaliszissiou
                                            最後由 編輯

                                            Not at all Pilou
                                            Actually, I tried this zb workaround.
                                            Have a look http://www.zbrushcentral.com/showthread.php?83616-the-wrestler-(WiP-museum_scene)&p=995522&viewfull=1#post995522
                                            Blender (as lot of other apps) has many tools to control all these loops.
                                            Zbrush is lost in a completely random workaround.
                                            Random is fine, but not that much.
                                            Zbrush also produces rather dirty topology this way.
                                            Things are getting complicated, as you have to retopo all these and bake maps on new UVs.
                                            To export to a video game engine. My guess, you hate it as much I hate it.
                                            Whatever.
                                            Here's a complete non sense.
                                            10 mins doodling. I wonder how much an advanced user of zbrush needs to do something like this.
                                            I post here Pilou, just watch the loops.


                                            po.jpg

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