sketchucation logo sketchucation
    • Login
    1. Home
    2. michaliszissiou
    3. Posts
    ℹ️ Licensed Extensions | FredoBatch, ElevationProfile, FredoSketch, LayOps, MatSim and Pic2Shape will require license from Sept 1st More Info
    Offline
    • Profile
    • Following 0
    • Followers 0
    • Topics 63
    • Posts 1,323
    • Groups 1

    Posts

    Recent Best Controversial
    • RE: Pool Night Lighting renders

      Your renders look great earthmother. πŸ‘
      Ok its your thread but I'm posting another paving texture. Feel free to use it. Try this bumpmap too.


      pavingZtex2.jpg


      pavingZtex2_bumpmap.jpg

      posted in Gallery
      michaliszissiouM
      michaliszissiou
    • RE: Neon Chair

      Great render here. πŸ‘ ok nice cat too, really.

      posted in Gallery
      michaliszissiouM
      michaliszissiou
    • RE: Huey - Drone from Silent Running

      Really great stuff here. πŸ‘ πŸ‘ πŸ‘
      BTW I must see this movie. Thanks.

      posted in Gallery
      michaliszissiouM
      michaliszissiou
    • RE: Randomness

      A second thought. This last model is baked in another app. And that's OK. A talented person you are. πŸ‘
      Anyway baking is my favorite work flow.
      http://forums.sketchucation.com/viewtopic.php?f=81&t=21549
      http://forums.sketchucation.com/viewtopic.php?f=81&t=21352

      posted in Gallery
      michaliszissiouM
      michaliszissiou
    • RE: Randomness

      Great work. Great modeling!

      About this work flow, blender's UV mapping just rocks. My favorite.

      http://forums.sketchucation.com/viewtopic.php?f=81&t=20553
      http://forums.sketchucation.com/viewtopic.php?f=81&t=19867

      Just a question. This is modeled in SU? Or blender, or even better zbrush+blender? Or mudbox?
      This model came from decimation. See wire frame.
      SU is a fine modeler for buildings but not for this kind of organic forms, doesn't have a UV editor, doesn't support huge polys (or it does after all?)

      posted in Gallery
      michaliszissiouM
      michaliszissiou
    • RE: South wind #2

      This one is a native SU raw render. Some PP for reflections and atmo. The benefits of baked textures are clear.


      SU_rock.jpg

      posted in Gallery
      michaliszissiouM
      michaliszissiou
    • RE: Power of textures

      Dennis, to reinvent a method is sometimes very useful. Every time a new trick will come up. About VGs (baking), only the basic idea is the same.
      Just paint four walls (use photos brushes etc), place them on a su volume, a few push-pull etc, voilΓ . Beautiful, convincing, simple. But please try to avoid textures larger than 2048x2048 px
      See in the third page of this post: http://forums.sketchucation.com/viewtopic.php?f=81&t=21549

      posted in Gallery
      michaliszissiouM
      michaliszissiou
    • RE: Power of textures

      Great scene πŸ‘
      Join the club dennis. What you have done here is the basic idea behind baking. A famous VG industry standard.
      I don't know what's your render engine, but you could use a second B&W specular_map for reflections. Think about it.

      posted in Gallery
      michaliszissiouM
      michaliszissiou
    • RE: Pool Night Lighting renders

      I like these renders a lot. πŸ‘
      About the stone texture, well not seamless enough. Its difficult, I know. So here's my gift, seamless enough.


      wallZtex1.jpg

      posted in Gallery
      michaliszissiouM
      michaliszissiou
    • RE: South wind #2

      Thanks for these kind comments.
      d12dozr: See in the first page of this post, solo is asking if he could edit etc. There's the tex file. Looks almost rendered from top view. It is rendered in blender into UV map (baked). Consider this processing as having a nice front view house photo and starting push-pull in SU. Or a nice bumped wall texture ect. What about working with apps like zbrush (you can paint textures on your sculptures there), importing them in blender, bake them, export as 3ds to SU? The idea is almost the same. But benefits are clear. The use of a high polys model to bake a low poly model. (In this post I've posted a zbrush render too, 2 000 000 polys!, so you can see the deference).
      High polys vs low polys baked models. I could say "fair enough".

      Update:
      The color of a sea texture should be dark grey in most cases. Or less dark for more ambience. Ultra reflective though. Its the sky that gives the color, should not forget this.

      posted in Gallery
      michaliszissiouM
      michaliszissiou
    • RE: South wind #2

      Better now remon but I have my doubts about this sky.
      I tried to do something similar here. Heavier PP this time.
      Rockpp2.jpg

      posted in Gallery
      michaliszissiouM
      michaliszissiou
    • RE: South wind #2

      Thats better remon. More reflections are needed though, or maybe try a simpler sky.
      Thanks nomer.
      Here's a heavier PP.
      BTW did you know that Victor Hugo was a great artist too? Do some search in google and I'm sure you wont be disappointed.
      PPRock7s.jpg

      posted in Gallery
      michaliszissiouM
      michaliszissiou
    • RE: South wind #2

      IMO remon, this background sky is a wrong choice. Doesn't work with the sea (reflections?), it doesn't "explain" the light on the rock either.

      posted in Gallery
      michaliszissiouM
      michaliszissiou
    • RE: Twilight render...

      (QT's a piece of shit)
      xrok1, you could install just a QT codec in your machine, so every viewer could play these pieces. Its easy. You really don't need to install this s...

      posted in Gallery
      michaliszissiouM
      michaliszissiou
    • RE: South wind #2

      Thanks remon. On a mac pro (2 nehalem xeon, 8 cores 16 threads 2.26 GHz, 6GB RAM)
      Another two just for fun.
      TinosRock7.jpg
      TinosRock6.jpg

      posted in Gallery
      michaliszissiouM
      michaliszissiou
    • RE: Bridge over the river Dodder

      These are like brushes actually. Usually you can choose to burn (or dodge) highlights mid tones or shadows. I don't know much about photopaint, but should be there.

      posted in Gallery
      michaliszissiouM
      michaliszissiou
    • RE: Bridge over the river Dodder

      Very nice render here redot. People on the right are fine. One the left, wrong light figure. Trees have also wrong shadows, try to flip horizontally.
      For free cut out people look here. http://www.kropped.com, you need a lot, you need to flip them, so have both right and left shadows, you have to try a lot until be satisfied. Burn tools in Phtshop or gimp are very useful too.

      posted in Gallery
      michaliszissiouM
      michaliszissiou
    • RE: South wind #2

      Here is a podium 20 sec render, not so bad this time, plus a simple SU lighthouse model. So I modeled something with SU after all.
      TinosRock5.jpg

      posted in Gallery
      michaliszissiouM
      michaliszissiou
    • RE: South wind #2

      Thanks david. I post this too so have an idea what's happening with a low polys model + a render engine that doesn't support displacement maps or even normal maps. Rendered in zbrush internal renderer in 10 sec, 2 000 000 polys here.
      tinosZbrush.jpg

      posted in Gallery
      michaliszissiouM
      michaliszissiou
    • RE: South wind #2

      I'm proud just for one thing here. Rock model under 1000 polys. Unfortunately looks rather soft. But it gonna be the base of a lighthouse, so...
      Podium render in 20 sec, full quality noisy preset (one reason to love baked models). Just a little PP for SU fog effect.
      Tinos_Rock1.jpg

      posted in Gallery
      michaliszissiouM
      michaliszissiou
    • 1 / 1