michalis

A greco-roman terracotta

49 posts in this topic

Merry christmas to all of you!

Not a santa this time LOL, but something joyful as well.

Inspired from a greco-roman terracotta found in Egypt.

Zbrush/dynamesh, retopo in 3dc, painted in zb and 3dc. Rendered in blender 2.61 / cycles. No PP except frame.

terracottaCycles.jpg

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Wow looks very nice!

Mery Christmas to you too mate! :)

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I like it and a Merry Christmas, michalis :drinks:

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thank you johnnycorem,

thanks digman you beautiful sweet poet! (though my english aren't great LOL)

I call this my best sculpt so far. Whatever you may think.

I tried some ideas that I would like to discuss further. As for instance, these curves, I made them to look as straight lines from an angle view. Meaning that they belong to an individual single virtual face. I tried it even on the body. A straight line, then turn to perpendicular view, fix the curve. I have to make this clearer, I know.

And cycles... what a great engine, how logical and easy for me to setup a scene. Thinking about the other "debate" on 3dcoat renderer. Just export to blender 2.61 and render. As it also supports these 3dc like shaders, easier and better.

Or as I did, retopo/UV and have fun. Retopo is for animation use only... who said that?

BTW, a question. How to mask cavity in 3dc paint room? I still can't figure it.

And a merry christmas, once again :drinks:

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Merry christmas to you too, Michalis.

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Merry christmas Michalis!

great work!

++Chris

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Thanks Taros

Thanks chris_solo

Still no answer on my question though. How to use cavity mask on painting?

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As always Michalis... job well done! Beautiful work!

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@Slipping_Through_07

Thank you, the good news are that cycles is a fine modern renderer. It's so easy to export and setup a preview when sculpting in 3dc or other app.

A direct export from sculpting room, a fast projected texture, place it in a studio template scene and render.

Here's another

Vol3Nep.jpg

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Nice... I will have to be sure to check out the Cycles renderer...

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Outstanding! Beautiful render with gorgeous shadows with a realistic, subtle color palette! Haha-love the expression on the face!

I can't wait to explore Blender more in depth when I get a chance.

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@Slipping_Through_07, David,

Stay focussed on Cycles development, a great potential on this engine! I have the feeling that blender became a very serious application now.

It's not just the render engine, it's the very serious nodal interface that changes the whole UI of blender. It's now possible to directly communicate decently with other commercial external renderers.

Nothing is better than nodes in some cases. Imagine a nodal system that can handle brushes in 3dcoat for instance. Plug what parameters you need. It's a bit SciFi I guess, or it isn't?

BTW, this render took ~2 mins.

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@Slipping_Through_07

Thank you, the good news are that cycles is a fine modern renderer. It's so easy to export and setup a preview when sculpting in 3dc or other app.

A direct export from sculpting room, a fast projected texture, place it in a studio template scene and render.

Here's another

Vol3Nep.jpg

Very nice model and presentation. Cycles seems to become very nice. :good:

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Thanks taros,

Any idea how cavity mask / painting is working in 3dcoat?

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Paint something with normals first or bake normal infos from the voxel room.

Then switch to "less in cavity" or "more in cavity" and paint with color.

I have tried it in PP mode. As I remember it works only with normal map information, not with topology...

It is ok for a workaround and for game graphics but far away from the expected functionality.

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Thanks taros, less in cavity OK, how can I fill it with a color and export a cavity map? Is it possible?

I need separated maps to use them under cycles nodal system. Something like this LOL ok just doodling with materials.

testDisplCycles.jpg

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Michalis, Your doodles are still impressive... :drinks:

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hey, david, thanks,

Nodal systems are a very powerful UI.

I could be very positive on a nodal UI in 3dcoat, against the older layers Ps-like one. Layers are OK but imagine, the same logic everywhere. On editing tools behavior.

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Thanks taros, less in cavity OK, how can I fill it with a color and export a cavity map? Is it possible?

I need separated maps to use them under cycles nodal system. Something like this LOL ok just doodling with materials.

testDisplCycles.jpg

You can't "fill in cavity". But you could paint the cavity info into an seperate layer, lock the layer transparency and fill the whole layer with a different color. Another way is to create a white filled layer and paint with black color in cavity on this layer. Then export this layer to a file. This file can be used then for multiply or add and so on.

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A new direct polypainting system is coming now, we'll see about these. Thanks taros, it was a great help, works fine.

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You're welcome!

By the way: The last stone santa with cavity is great! :)

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Nothing great taros, It shouldn't look like a stone. :(

Like oxide bronze, but the preview of zb when painting isn't that great. Separated layer-maps have to be exported and combined under the beautiful nodal system of cycles.

When cycles will be able to bake maps then I will be happier. 3dcoat is my other option. Zb may have the tools but not a decent layer system. Both lack of a decent AO baking.

BTW, it doesn't seem possible that cycles will support normal maps soon or ever. A debate on this here

What will happen on low poly figures support is not clear. I wonder, it seems that many believe that nor-maps have no future. I'm not convinced, what are the other options?

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...

BTW, it doesn't seem possible that cycles will support normal maps soon or ever. A debate on this here

What will happen on low poly figures support is not clear. I wonder, it seems that many believe that nor-maps have no future. I'm not convinced, what are the other options?

Displacement maps with subdivided models... :) Vertex orientated would be the best.

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