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    Sculpt using UVs and displacement maps

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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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                  • pilouP 離線
                    pilou
                    最後由 編輯

                    Many thanks for all these infos and bravo for your visuals tests! 😎
                    by michaliszissiou

                    http://www.zbrushcentral.com/attachment.php?attachmentid=338699

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

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                    • majidM 離線
                      majid
                      最後由 編輯

                      seem blender is killing lots of strange and time consuming Su modelings easily, that is great for sure, though I have no need to such things in my architectural modelings, by the way that is really great!
                      I remember the topic on complicated modeling inside SU! 👊

                      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 離線
                        michaliszissiou
                        最後由 編輯

                        Thanks Majid,
                        Some heretic architecture, 😆
                        Just playing with topology and UVs/displacements, something I can't do in SU.


                        neoGothic1L.jpg

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                        • pbacotP 離線
                          pbacot
                          最後由 編輯

                          At last a practical application! 😉 This look incredible!

                          MacOSX MojaveSketchUp Pro v19 Twilight v2 Thea v3 PowerCADD

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                          • pilouP 離線
                            pilou
                            最後由 編輯

                            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 離線
                              michaliszissiou
                              最後由 編輯

                              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 離線
                                pilou
                                最後由 編輯

                                You can post here 😉
                                He must make a little tuto about that 😉

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

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                                • michaliszissiouM 離線
                                  michaliszissiou
                                  最後由 編輯

                                  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 離線
                                    michaliszissiou
                                    最後由 編輯

                                    Against all these fractals and more or less random constructions,
                                    from the ancient past to SciFi, from east to the west. 😆
                                    Cycles render.


                                    maskDisplL.jpg

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                                    • olisheaO 離線
                                      olishea
                                      最後由 編輯

                                      Nice! A new style perhaps? I'd like to see more of these, with this new/old style. 👍

                                      oli

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                                      • majidM 離線
                                        majid
                                        最後由 編輯

                                        @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 離線
                                          michaliszissiou
                                          最後由 編輯

                                          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 離線
                                            michaliszissiou
                                            最後由 編輯

                                            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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