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    Sculpt using UVs and displacement maps

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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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                      • pilouP Offline
                        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 Offline
                          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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