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    Sculpt using UVs and displacement maps

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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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                                • olisheaO 離線
                                  olishea
                                  最後由 編輯

                                  michalis, i missed your architectural image on page 3. its simply stunning! 👍

                                  oli

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                                  • S 離線
                                    sepo
                                    最後由 編輯

                                    Mich...you make me want to start playing with Blender... 👍

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                                    • michaliszissiouM 離線
                                      michaliszissiou
                                      最後由 編輯

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

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                                      • michaliszissiouM 離線
                                        michaliszissiou
                                        最後由 編輯

                                        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 離線
                                          pilou
                                          最後由 編輯

                                          Indeed very interesting! 😎

                                          He has a good master 😉

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

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


                                            prodeOutLine2LL.jpg

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