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    Sculpt using UVs and displacement maps

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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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                                          • michaliszissiouM 離線
                                            michaliszissiou
                                            最後由 編輯

                                            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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