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michalis

Another study on ancient grecoroman sculpture

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Though a wip, I post it here because somehow it became unworkable under LC mode.

A 3dcoat sculpting, voxels and LC mode ~4 M. I was testing LC tools, thats all.

Just for fun, retopo, UVs and displacements in new zb4r4.

Rendered in blender / cycles. (~1.5 min 500 samples)

HeadCPH3dcZBLend.jpg

For anyone that is interested, here is the cycles nodes setup.

Screen%20shot%202012-07-30%20at%205.00.58%20PM.jpg

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Stop to post photos Michalis!

:p:

Very nice study, as always.

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Thank you Taros, chingchong.

You may notice on the node setup that texture isn't a UV map (new box-blended-mapping), dirt-cavity painted directly in blender vertexpainting (auto)

As I said it's a wip, lot of work will follow. (body, hands, painted textures etc)

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Thanks 3DArtist

In blender, under vertex painting mode / paint dirty. There're some interesting settings under "left" T panel. After automatically applied, under object data panel properties (on the right) / vertex colors, the default name is Col. (case sensitive watchout). Copy this name.

Under cycles setup, atribute node, paste this name of the vertex painting. Use it as a value for anything you like. For instance for not having glossy dirt or changing the color.

Edit: here's a nice tutorial on this

http://blenderartists.org/forum/showthread.php?241389-Dirt-procedure&p=2036346&viewfull=1#post2036346

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As always Michalis, fantastic work mate. Love it. :)

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Thanks you @fleeting time, carlose, Javis, chris_solo, pixo.

Here how it looked in 3dcoat (with a little touch of Ps).

What a big difference when rendered on a good engine.

It's all about light. Sculpture tries to capture light, this is the secret I guess.

There will come a day when we'll be able to sculpt in a raytraced GI environment.

Anyway, after rendering I will resculpt it.

Some thoughts on the creese LC tool. We should have a pinch parameter for all brushes. Creese brush is not needed.

I can't expect from a developer to guess my needs and give me the right tool.

However, creese tool of sculptris is what I have in mind. (my most favorite from all brushes, zbrushes included)

tttt.jpg

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Gorgeous!

Just like Taros said, it looks like real camera shot.

The stylised head is really nice.

Thanks for posting the node setup too.

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Thank you @sergio @herve_bis

@garagarape, thank you, so what you gonna do with this setup? Already got involved in blender - cycles? LOL

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Nope. Never tried it. But the node system don't look much different than the Unreal engine one.

I think the pic you show on the top of the thread speak itself. Great lighting and material.

Make me want to have a try. I like Toolbag, but you can't tweak things that much.

What I'm gonna do? A transformable Macross jet fighter :)

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Great sculpt excellent nodes!

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Thank you Kargall, I hope you're right. Not so sure LOL

Thank you Britain. So, are you also involved to this cycles monster?

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i have to say this i luv ur sculpts, i struggle atm with stuff like that, am just good @ creepy scifish stuff (selfnote setup a sketch thread), i remember some of your earlier works done with sculptris and zb^^

it still amazes me :) great stuff michalis

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Thank you J0linar

I added these nodes, mixed as multiplier on the older previous material setup.

It increases crispness. Basically it works similarly to the normal projection matcaps (3dc, zb etc)

Screen%20shot%202012-08-03%20at%201.07.23%20PM.png

Antique bronze #2 LOL

BronzeAntiq.jpg

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Thanks Tony Nemo.

The most important is that these are almost procedurally made textures. Auto dirt painting in blender. Then fine tuned them on the flight via nodes. Right?

I could make them not glossy using vertexpaint values at the same time. Lot of possibilities. Blender foundations is sitting on a gold mine. I guess so.

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Thanks for the hdris Britain. Yeah, I already downloaded some of them. Searching for more industrial interiors.

Is there any software for this job around? To make my own hdris. And share them of course.

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