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About michalis

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    athens, now
  1. So, here it is. Better this way. Of course, you can download most of it for free. http://blenderartists.org/forum/showthread.php?315980-UPD-Archimesh-Architecture-elements-%28rooms-doors-columns-stairs-tile-roofs%29 I wonder what really happens here. A little confused.
  2. OK they removed it and their site also stopped working. Weird. Sorry for the mess, not my fault. Here the reply from Ton https://twitter.com/tonroosendaal/status/426314182850396161
  3. https://www.youtube.com/watch?feature=player_detailpage&v=TcTUiohlmNw Well Abn Ranger wrote once that there are some acts worst than piracy. His concern was the imitation of some tools from other software, if I understood correctly. Fair enough and an interesting subject for discussion. Here, an interesting new software. And an interesting real time renderer. Whatever laws say abut GPL etc etc … "acknowledged disgrace" I promise, I won't participate further on this thread. Your opinion?
  4. Not a bad idea at all. So what is needed to export the scene? Camera (depth obviously) Lights textures Meshes What about materials? What about box mapped textures?
  5. My best wishes to all! Heracles The best TV set, his choice.
  6. What? Are you serious? Stopping this debate, right here. Good luck to all. And, happy new year
  7. I much enjoyed this video, not quite a tutorial, it is rather a fine presentation of the blender modeling tools. The making of a robot. A hard surf process.
  8. Really? Blender sculpting became a really powerful tool after Raul. Nicholas Bishop developed the dynamic topology tool. Nicholas also left blender for another job. Anthonis Riakiotakis fixed some issues and dyn-topo became a really serious sculpting tool. Blender foundation hired Antonis for the 2014-2015. He's a very skilled developer and a very good friend. Let's not forget that blender sculpting supports: A dyntopo system (like LC) up to 1-2 M only faces. (for the moment) Not that bad because blender provides an excellent re-topology mode And jump to a multi-res sculpting environment up to 40-80 millions faces per single mesh. You need a lot of RAM for this one but it is OK. Bake from multi-res (n-maps, displacements) is the best way, after all. Combine all the above with the excellent, yet simple and effective sculpting brushes of blender and… You may have a competitor of zbrush for free. LOL Though I own zbrush (and 3dc of course), blender became my basic sculpting app, recently. Start donating then. On the other hand, to have the basic developer in your home, working and sculpting together, talking on the behavior of the brushes, trying to fix possible issues or bugs… A dream came true. It is not about hobbyists and professionals It is about art.
  9. May not come handy Anatomy for artists is all we need. Blocking. Something like this http://www.anatomy4sculptors.com/?menu=10⊂=23#body
  10. Still no camera David? About the bandwidth, you're right. However we might share our screens. A dual displays setup is the best. It is strongly recommended
  11. Oh I see, Lost my time here,
  12. yeah a bump coming from diffuse. I think I turned it to 0 (off) Well, I leave it to your creativity. Cycles is not a video game previewer You may wish to paint some bumpy texture and need a little bumpiness. On a following setup I could demonstrate how to use a box mapped texture, then you might use it as bump to. A nice sculpt in marble. What you gonna need for a fast, yet decent preview? Or… What about connecting cycles into 3dcoat? what about these box mapped ready shaders in 3dcoat? See my point? What do we need in cycles to recreate a 3dcoat scene? Like in 3dc render room?
  13. No Malo What you said was Which is wrong. GLSL BI and Cycles are compatible to the blender baking engine (else we should through blender out of the window) They are also compatible with the maya-blender exports of 3dcoat, BOTH NORMAL AND BUMP MAPS! If Maya and blender are on the wrong side, well… it is irrelevant to the thread.
  14. GLSL is compatible with cycles, BI, it works right if you export a maya-blender compatible export of 3dcoat. GLSL is compatible with Cycles, BI, when importing bumps-displacements from 3dcoat. Grey = 0 displacement, Positive values in cycles, BI, GLSL is the right way to go. @Malo You are doing something very wrong, obviously. I can't help you more. You better ask for further help in the blenderartists forum.
  15. But, still can't understand GSLS, BI and cycles use the same tangent space. What about the inverted bumps? This is more weird. On your bump -displacement map, blacks are for lower and whites are for upper areas, right? If yes, cycles, BI, GLSL (and the displacement modifier), all will work right without inverting. If not, there is one possible reason only. Inverted normals of surfaces.