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)
Posts
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RE: Sculpt using UVs and displacement maps
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RE: Sculpt using UVs and displacement maps
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. -
RE: Sculpt using UVs and displacement maps
Against all these fractals and more or less random constructions,
from the ancient past to SciFi, from east to the west.
Cycles render.
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RE: Sculpt using UVs and displacement maps
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. -
RE: Sculpt using UVs and displacement maps
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. -
RE: It is making me mad
@unknownuser said:
seems you are right, as if I use proxy app, it works fine!!
Meanwhile, did you use a new modem, just saying.
In any case, check the firewall settings on your modem first.
It may not be your country. But it's most possibly a firewall issue.For instance, try without any firewall. Then, start adding it and watch what's wrong.
I had a similar problem, a year ago. It was the modem. -
RE: Sculpt using UVs and displacement maps
Thanks Majid,
Some heretic architecture,
Just playing with topology and UVs/displacements, something I can't do in SU.
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RE: Doch Baloch
@unknownuser said:
it is amazing that you know Shiraz wine
LOL, greece is full of such grapes. (and wine of course). Of course we know shiraz and where it came from.
Doch Baloch is beautiful as the girls are.
Reminds me some carpets we have at home. I'm not sure if these are made in Persia, they are old and probably from your country.
Heracles loves them
As for my dreams, these always come from the east, as the grapes.
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RE: How does your Country rate in the Software Piracy stakes?
I wonder, how much users pay via donations to the open source development.
This is the question that matters IMO.
All other evidences are strongly questionable. Sorry. -
RE: Sculpt using UVs and displacement maps
Not at all Pilou
Actually, I tried this zb workaround.
Have a look http://www.zbrushcentral.com/showthread.php?83616-the-wrestler-(WiP-museum_scene)&p=995522&viewfull=1#post995522
Blender (as lot of other apps) has many tools to control all these loops.
Zbrush is lost in a completely random workaround.
Random is fine, but not that much.
Zbrush also produces rather dirty topology this way.
Things are getting complicated, as you have to retopo all these and bake maps on new UVs.
To export to a video game engine. My guess, you hate it as much I hate it.
Whatever.
Here's a complete non sense.
10 mins doodling. I wonder how much an advanced user of zbrush needs to do something like this.
I post here Pilou, just watch the loops.
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RE: Sculpt using UVs and displacement maps
Thanks sid.
Nothing new on this workaround.
It's just a well organized displacement.
The trick is to align a geometrical dipl pattern, a map, to the topology of the mesh. Blender UV editor is among the best around, the simpler, the easiest to use. Probably the best UV editor I have seen. (better than the fancy, full of expensive plugins, max2012 UV editor). I wonder, where the myth of the "sadistic" blender UI is coming from.BTW, new, experimental, implementations like the wonderful cycles / hair rendering, the new dynamic topology sculpting option and much more, found the way to the trunk. So, download latest builds from:
http://www.graphicall.org/
or
http://builder.blender.org/download/Have fun.
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RE: It's Bigger on the Inside
@unknownuser said:
After a couple of days he mastered Blender
The video is beautiful and clever enough.
The guy is great, but not that great.
I very well know what I'm talking about.
But, it's possible, after a few months. After a few years, I'm still learning blender. (some parts of it)
Reasonable enough. Consider what this app tries to become.Here, I repost from blenderartists.org
@unknownuser said:
You can do augmented reality with any software capable of export to the COLLADA file format, including Blender. It is basically a library that reads 3d information from this file and displays it when your webcam or mobile cam focus on a pre-determined pattern.
The 3D software is used only to create the models and the animations; all the other stuff needed to create the Augmented reality is done in another software, and by now there's several different products that can do this. In the company I work we've done a few of this applications, mainly for Fairs and Exhibitions. I only manage the 3D part of the process, but I know that our partner has used an Adobe Flash library to create them.
I cannot give you a more advanced explanation of how it works (mainly 'cause I don't how to do it in english hehe), but here's a link you can see to get a grip on it.
http://active.tutsplus.com/tutorials...ented-reality/
Hope it helps
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RE: Sculpt using UVs and displacement maps
A new tutorial for advanced users, http://blenderartists.org/forum/showthread.php?273033-Sculpting-with-UVs-and-displacements&p=2268060&viewfull=1#post2268060
It became impossible to post a decent link, how can I do this?
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RE: New blender sculpting is coming soon.
Merry christmas to everyone, on this wonderful forum.
Doodling (Daumier style) 10 mins, blender dyntopology branch.
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RE: What to get your dog for Christmas?
@unknownuser said:
My wife also thinks Ginger put Fred 'off' females ..... I won't go into why she thought this ...... that's another story
Herakles (our dog, no, we didn't gave him his name) was a stray for 7 years. Still searching for food when we have a walk. He performs the perfect heeling, I let him walking free, always. The best, the cleverer dog I had. He is 9 now.
They become parts of our lives, we never forget them.
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RE: Is this guy serious?!
@Oli
Gunchester?@unknownuser said:
Had a few of us been available with guns at the Newtown school, most of the victims might still be alive.
This man should be a poet...
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RE: Sculpt using UVs and displacement maps
@unknownuser said:
As any image can be used for displacement this world is quasi infinite!
Indeed.
Meanwhile try exr 32 bit images for depth map. Unfortunately, such maps can be produced by baking only. Any other attempt may become quite unpredictable.
Pilou, my "message" is to use horizontals and verticals only, leaving the interesting part on the topology and UV mapping. So, to have predictable results, and unpredictable results too. Like clicking the button "I feel lucky", sometimes. -
RE: Sculpt using UVs and displacement maps
@Pilou
This tutorial explains some basic thoughts.
This technique is made for much more than displacing a torus (which actually isn't sculpting at all)
Much more to say on UV editing, on blender UV editor especially. It seems, I'm among the few who know how to handle it spontaneously. Funny, the tool is among the best I've seen around, very easy to use. I still remember this maya UV nonsense (brrrr)
The UV texturing of a torus is a two-three clicks operation.
-select faces
-U key for UV_unwrap, [reset], ctrl+P to pack on texture, [foolow active quad] to align them nicely. VoilΓ .
Now, the next generation of experiments LOL
Psychonautics. More are coming, including figurative sculpting too.