Sculpt using UVs and displacement maps
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Inspired from some zbrush technics of my good Zfriend MelaleaYing.
http://www.zbrushcentral.com/showthread.php?103320-Now-Im-having-fun/page59
Most of all, inspired from the Prometheus movie and specifically from the work of http://www.zbrushcentral.com/showthread.php?80531-Landscapes-L51&p=984516&viewfull=1#post984516.
He's the man behind the 3d rebuilding of the alien ship.
OK, common technics in zbrush but what about blender or other apps?Here's some tests on the following technic. (made in blender)
All these doodles took ~10-20 mins each. Some more time spent on constructing and baking displacement patterns. (explained on tutorial)The technic, mostly for blender users but can fit well on some other advanced apps.
A link on blenderartists.org; small tutorial.
http://blenderartists.org/forum/showthread.php?273033-Sculpting-with-UVs-and-displacements -
Cool exploration!
MelaleaYing is very cool ! he (she (?)) has made an hommage Insert Multimesh plugin with my name "Frenchy Pilou" for the plugin!
(you can load and use it of course with Zbrush!A very creative artist! Many thanks for that!
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And a very blendish way to say good bye to all of you.
Meet me in blenderartists forum if you like to. I doubt but thats ok. -
Thanks for visiting this thread Pilou.
This is a forum, closer to architectural design I guess.
So, people didn't get my message right.
Well, I constructed a workaround, a design engine.
Here, testing the method, in 20 minutes. Using panels for spaceships. Now, I started building panels from Fletcher's book. -
Christ Michalis! These are glorious images! 10-20 mins each?! The detail is just staggering, mind boggling!!
Oh, and the happy ending! funny one!
No need to leave Michalis, you are an inspiration on this forum.
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Thank you Oli.
I'm really introducing a design engine.
Model your panels anywhere, in SU it's fine. Reliefs full of elements horizontals and verticals as possible.
Bring it into blender or elsewhere, bake a depth map from this. As 32bit exr (this is important).
Start constructing very simple forms, like boxmodelling, evenly vertically subdivided cylinders, quite the basics.
Then use the UVunwrapping and the UV editor to start placing them. A similar workaround, like texturing in SU. Subdivide and displace in blender.
I posted a small tut on blenderartists forum.
You can export the mesh, have baked low poly version with one click, base topology is very clean, the whole construction is a true precise 3d model,with right scale.
I thought that people here could be interested.
Anyway. -
Thx for info about MealeaYing!
Ah damned!
You don't use any more Zbrush too?So we go to Blender artists for follow you for the following story art!
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@michaliszissiou said:
And a very blendish way to say good bye to all of you.
Meet me in blenderartists forum if you like to. I doubt but thats ok.who gave you permission to leave?
It's a great tut and I for one am really looking for to the next Blender release the new decimation looks great.
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OK Rich
It was one of these days. Sorry for this.
I don't have your permission to leave. Understood.BTW the new decimator (though irrelevant to this method) is "almost" great.
ZBrush still remains the best app on this. (decimator master), (rebuild subdivisions) -
Call off the search party! He came back!
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Somehow my last post didn't go on or stay on. Michalis:
I find these tools and your art very inspiring. It's so far beyond what I do at present, or what would really relate to my work, not sure what to say...but you have me wanting to explore Blender. I've DL'd and "looked" at it so far... Thanks for posting these fantastic images!
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Mealea is a girl who loves the sea. She lives on a boat.
Another one, hr giger like.Because SpaceOdysseys must have a happy end
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@Oli
You came back, not me LOL
(just watched this movie with arnold saying that he's back, lol, what a crap)
@pbacot
Thanks, what I tried to demonstrate here is a way to sculpt via displacements. A nice UV editor is needed and seems that only few apps have such a tool. (LOL)
Let's say, an epidermal and a subdermal sculpting.
DO your basic box modeling, UV it, the rest is sculpt on epidermal subdivided surface. As Zb, Mb, or Mode (recently) do. Any sculpting on a base mesh is a displacement.
Exceptions come from SCulptris, 3dcoat, zbrush(dyntopo), blender (Dynamesh experimental builds) Such apps produce realtime, real topology to describe a sculpted mesh.A more semi-organic attempt, closer to the alien HRGiger like thing.
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Yeah that film is pretty terrible, apart from Chuck Norris!! You can't go wrong! I can't believe you actually watched it
I've been working on a sci-fi scene on the side and this is really inspiring stuff, each panel looks like an entire landscape, a whole SU model per panel great stuff,the ship's got sinews!
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@unknownuser said:
I can't believe you actually watched it
I was sleeping, most of the time. LOL
But, I was lucky, saw Arnold's part.
wow, tell me more about this scifi scene. -
A funny space ship.
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A stone star ship very detailed!
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LOL, Pilou
What about this one? I can't figure out what it is.And one of MealeaYing's sculpts, rendered in cycles by me.
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Michalis , I like your sculps and also the trick you use. but am really confused with unwrapping (I;ve only tested 3ds max,...... Blender is almost horrible to me,... I scare the interface... )
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The sci-fi scene was just something I'm playing with, trying to push SU to breaking point basically!! These sculpts are fantastic
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