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    Sculpt using UVs and displacement maps

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    • michaliszissiouM
      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
        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
          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
            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
              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
                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
                  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
                    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
                      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
                        olishea
                        last edited by

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

                        oli

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                        • S
                          sepo
                          last edited by

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

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                          • michaliszissiouM
                            michaliszissiou
                            last edited by

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

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                            • michaliszissiouM
                              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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                              • pilouP
                                pilou
                                last edited by

                                Indeed very interesting! 😎

                                He has a good master πŸ˜‰

                                Explore this site! It's fabulous, totally amazing! 😲

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

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                                • michaliszissiouM
                                  michaliszissiou
                                  last edited by

                                  I couldn't resist
                                  Same technique,
                                  this time the new NPR Toon shader by cycles.


                                  prodeOutLine2LL.jpg

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