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    • pilouP Offline
      pilou
      last edited by

      You have also Qremesher in Zbrush who makes automatic quadrangles!
      Maybe the best tool at this day!

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

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      • jeff hammondJ Offline
        jeff hammond
        last edited by

        @solo said:

        I'm learning Blender arse about face, doing fluids, then particles and fabric.
        I want to have fun learning.

        i think that's an ok approach.
        the only real trick is sticking with it..

        you got it this time

        dotdotdot

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        • michaliszissiouM Offline
          michaliszissiou
          last edited by

          Recent betas of 3dcoat! The implementation of a new auto-retopology algorithm. Still in beta but looks promising and already useable.
          Z remesher is a little better in organic shapes. 3dcoat is more promising on hard surface cases.
          Patience though, another auto retopo tool is coming soon. In blender this time. We'll try not to call it lke "b remesher" LOL
          Auto retopology is a dream that is coming true.
          Still, serious issues there. Auto retopo tools tend to create endless spiral loops around the mesh, in certain cases.
          This is rather impossible to manually edit it.
          Blender is great on manual retopology. It provides some excellent new tools. It suffers from ugly visualization issues. I got used to it but if you give a try you will understand what i'm talking about.

          1. contours tool and 2. grid bridge in blender re topology are wonderful and result to very fast and really clean results.

          @Pete
          Artisan is a nice tool for those who are afraid to get involved in other apps, especially blender.
          Because, artisan is basically a box modeling tool.
          Blender is superb on box modeling - subd by any aspect. You don't have to retopo anything as a good topology means loops, auto retopology is basically a box modeling. (from a certain point of view)

          @Pilou
          thanks,
          Gutalin is a great concept artist, an inspiration and a good Z friend.
          However "my" approach is reverse engineering somehow. My goal was to easily export all these as low poly objects to any external renderer or a game engine engine.
          Gutalin's approach is very difficult to be exported. (without lose of details and quality)
          BTW my artwork you posed above is box modeling - subd result and does not use displacements-UV workarounds.
          Here an example of how a low poly (<30-40k faces) looks like. Using Tangent normal maps in cycles. Such scenes take less than 30 sec to render. Ideal as background assets.

          https://dl.dropboxusercontent.com/u/24090090/normTestTube.jpg

          And, allow me, my favorite recent experiment.

          https://dl.dropboxusercontent.com/u/24090090/ab5.jpg

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          • soloS Offline
            solo
            last edited by

            Michalis, is this a low poly subdivision modifier with a displacement texture?

            http://www.solos-art.com

            If you see a toilet in your dreams do not use it.

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            • michaliszissiouM Offline
              michaliszissiou
              last edited by

              Yeah,
              well, the first one is a very low poly box modeling ~10k faces. Any detail comes form normal (tangent space) maps.
              The second one is dubdivided a lot and displaced by displ maps. Basically a few cylinders with loops on them
              Both normal or displacement maps have been baked- constructed by baking a relief modeling, on a single quad face.
              You basically model a relief like panel, you place a second one quad object in front of it, you ask blender to bake displ or nor-maps to "active". (active is the last you select, if interested, I could post a workaround on this)
              But in the end, you have this pre baked map, you just use the UV editor to align it to the existed topology.
              Here comes the tricky part, the powerful UV editor of blender.
              From a certain perspective, this is reverse engineering, the goal is to have a very low poly base with all the maps on it. Easy to export in any renderer. Or another application.
              It is a game, a kind of a generator, a conceptual art. Still, it is real geometry. Alternatively, an inspiration for other constructions. It became an obsession LOL, a friend named it "loopinitis" decease.

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              • soloS Offline
                solo
                last edited by

                @michaliszissiou said:

                Yeah,
                well, the first one is a very low poly box modeling ~10k faces. Any detail comes form normal (tangent space) maps.
                The second one is dubdivided a lot and displaced by displ maps. Basically a few cylinders with loops on them
                Both normal or displacement maps have been baked- constructed by baking a relief modeling, on a single quad face.
                You basically model a relief like panel, you place a second one quad object in front of it, you ask blender to bake displ or nor-maps to "active". (active is the last you select, if interested, I could post a workaround on this)
                But in the end, you have this pre baked map, you just use the UV editor to align it to the existed topology.
                Here comes the tricky part, the powerful UV editor of blender.
                From a certain perspective, this is reverse engineering, the goal is to have a very low poly base with all the maps on it. Easy to export in any renderer. Or another application.
                It is a game, a kind of a generator, a conceptual art. Still, it is real geometry. Alternatively, an inspiration for other constructions. It became an obsession LOL, a friend named it "loopinitis" decease.

                Is there a walk through some place or a video tutorial, I'd really like to learn this and another thing, say I have a shape created in meta modeling and convert it to regular mesh will this process work with it?

                http://www.solos-art.com

                If you see a toilet in your dreams do not use it.

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                • olisheaO Offline
                  olishea
                  last edited by

                  Michalis is the Gaudi of Blender! 😄

                  oli

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                  • michaliszissiouM Offline
                    michaliszissiou
                    last edited by

                    Simple ideas, working on a grid
                    Loops, extrudes (insets) and subdivisions.

                    Alternatively, if these loops can follow a geometrical displacement panel-map, I mean, if the selected face loop can be unwrapped as an aliened quad row on a geometrical pattern…. such a displacement will follow the topology.
                    This is the basic idea. Too much work? Blender UV editor can do it automatically with 1-2 clicks.


                    Screen Shot 2013-11-10 at 8.07.49 PM.jpg

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                    • michaliszissiouM Offline
                      michaliszissiou
                      last edited by

                      @unknownuser said:

                      Is there a walk through some place or a video tutorial, I'd really like to learn this and another thing, say I have a shape created in meta modeling and convert it to regular mesh will this process work with it?

                      A video tut?
                      Oliver Villar did a tutorial based on this. It explains only the basics though. There is much more potential on this method.
                      http://www.youtube.com/watch?v=3wyzvsmfia0&feature=youtu.be

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                      • L Offline
                        Lobster
                        last edited by

                        I must admit i did not really go for tutorials when i first started learning blender.

                        Even if this modelling time lapse isn't what you want to model in Blender i think it says more about modelling, approaches to modelling and retopology (after the z brush bit) than quite a few of the tutorials i have subsequently watched.

                        If in doubt just start modelling a hand in mid air and end up with the right number of edges to join to the arm! Using the sculpt brushes to shape the low poly mesh e.t.c.

                        it was definitely, mind blowing.

                        Regards

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                        • Rich O BrienR Offline
                          Rich O Brien Moderator
                          last edited by

                          Had some fun with Pete's model...

                          COYOTE-01.jpg

                          coyote.gif

                          Properly meshed and rigged this will make for some fun loony tune time 👍

                          Download the free D'oh Book for SketchUp 📖

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                          • pilouP Offline
                            pilou
                            last edited by

                            Funny : a French Blender Guru is named CoyHot! 😎
                            Site in English 😉

                            http://www.coyhot.com/Images/Enter_Logo.jpg

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

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                            • michaliszissiouM Offline
                              michaliszissiou
                              last edited by

                              we should still keep in mind how rapidly Cycles renderer is developing, right?
                              I noticed this artwork today, byn blender artist Spelle.

                              http://blenderartists.org/forum/attachment.php?attachmentid=271759&d=1384961721

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                              • arail1A Offline
                                arail1
                                last edited by

                                That is an incredibly impressive image!

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                                • Rich O BrienR Offline
                                  Rich O Brien Moderator
                                  last edited by

                                  Link Preview Image
                                  Sneak Peek: Blender Toolbar Tabs

                                  Campbell Barton demonstrates an early version of tabs for the Blender user interface. Remember this is still very much work in progress! I like what I’m seeing…

                                  favicon

                                  BlenderNation (www.blendernation.com)

                                  New UI coming

                                  Download the free D'oh Book for SketchUp 📖

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                                  • olisheaO Offline
                                    olishea
                                    last edited by

                                    About bloody time! This is the only thing that holds me back from being competent with blender.

                                    oli

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                                    • andybotA Offline
                                      andybot
                                      last edited by

                                      @rich o brien said:

                                      Link Preview Image
                                      Sneak Peek: Blender Toolbar Tabs

                                      Campbell Barton demonstrates an early version of tabs for the Blender user interface. Remember this is still very much work in progress! I like what I’m seeing…

                                      favicon

                                      BlenderNation (www.blendernation.com)

                                      New UI coming

                                      Looks like a nice evolution. Not sure Oli that it'll necessarily make Blender easier to learn. From what I could tell it doesn't fundamentally change anything about the UI, just makes it a bit easier to navigate.

                                      http://charlottesvillearchitecturalrendering.com/

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                                      • pilouP Offline
                                        pilou
                                        last edited by

                                        It's a pity that was not make from the beginning! 😒

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

                                        1 Reply Last reply Reply Quote 0
                                        • Rich O BrienR Offline
                                          Rich O Brien Moderator
                                          last edited by

                                          The level of commits for the next Blender is growing...

                                          Render time remaining now added

                                          Themeable UV editor

                                          Cycles speed improvement

                                          OSL improvements.

                                          Download the free D'oh Book for SketchUp 📖

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                                          • michaliszissiouM Offline
                                            michaliszissiou
                                            last edited by

                                            Christmas coming.
                                            A nice blender tutorial from Andrew Price
                                            I found it interesting, a good presentation of Sapling Tree blender editor.
                                            Some particles system
                                            Color indexing and some PPros (compositor)
                                            https://www.youtube.com/watch?v=5Yd7ad08e54

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