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    Sculpt using UVs and displacement maps

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    • pilouP Offline
      pilou
      last edited by

      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 Offline
        michaliszissiou
        last edited by

        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 Offline
          pilou
          last edited by

          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 Offline
            majid
            last edited by

            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! πŸ‘Š

            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 Offline
              michaliszissiou
              last edited by

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


              neoGothic1L.jpg

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              • pbacotP Offline
                pbacot
                last edited by

                At last a practical application! πŸ˜‰ This look incredible!

                MacOSX MojaveSketchUp Pro v19 Twilight v2 Thea v3 PowerCADD

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                • pilouP Offline
                  pilou
                  last edited by

                  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 Offline
                    michaliszissiou
                    last edited by

                    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 Offline
                      pilou
                      last edited by

                      You can post here πŸ˜‰
                      He must make a little tuto about that πŸ˜‰

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

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                      • michaliszissiouM Offline
                        michaliszissiou
                        last edited by

                        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 Offline
                          michaliszissiou
                          last edited by

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


                          maskDisplL.jpg

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                          • olisheaO Offline
                            olishea
                            last edited by

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

                            oli

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                            • majidM Offline
                              majid
                              last edited by

                              @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 Offline
                                michaliszissiou
                                last edited by

                                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 Offline
                                  michaliszissiou
                                  last edited by

                                  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 Offline
                                    michaliszissiou
                                    last edited by

                                    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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                                    • olisheaO Offline
                                      olishea
                                      last edited by

                                      michalis, i missed your architectural image on page 3. its simply stunning! πŸ‘

                                      oli

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                                      • S Offline
                                        sepo
                                        last edited by

                                        Mich...you make me want to start playing with Blender... πŸ‘

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                                        • michaliszissiouM Offline
                                          michaliszissiou
                                          last edited by

                                          Thanks, Oli, Sid.
                                          Here's an interesting video.
                                          http://www.youtube.com/watch?v=dsMCVMVTdn0

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                                          • michaliszissiouM Offline
                                            michaliszissiou
                                            last edited by

                                            Thank you Pilou,
                                            And thank you, thank you, thank you.

                                            Meanwhile. I tried for a very low poly version, friendly to VG engines. And to SU I guess.
                                            ~15k faces, just to have a rounded enough cylinder. The trick is to use an ambient occlusion map combined with bumps. It's fake but almost does the trick.

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

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