Carlosan Posted November 26, 2012 Share Posted November 26, 2012 very very very nice Quote Link to comment Share on other sites More sharing options...
Carlosan Posted November 26, 2012 Share Posted November 26, 2012 i was testing same procedure using 3dc.... Voxel room Sculpt an object Retopo Room Retopo the voxel object Merge into scene MicroVerts Paint Room Import a picture .exr from Textures, Import, Displacement map how can i set displacement height ? UVroom Make some UVset face tweaks At menu top right: choose checker, select custom texture... because we cant open the .exr... just convert the .exr to .jpeg to use the jpeg for image reference. Apply UV-set finally Paint Room File, Export, select High Polymesh The workflow Cycle begin again Voxel room Merge without voxelizing the High Polumesh exported from paint Room -------- the new mesh is loaded, and we can continue adding details with LC great technique ! ty for sharing ! Quote Link to comment Share on other sites More sharing options...
Advanced Member michalis Posted November 26, 2012 Author Advanced Member Share Posted November 26, 2012 Please carlosa, post some screen grabs. I'm a little confused. BTW, you can't convert a .exr to a jpg. You're losing all the rich information, this way. Quote Link to comment Share on other sites More sharing options...
Advanced Member michalis Posted November 27, 2012 Author Advanced Member Share Posted November 27, 2012 You can use a 16 bit tif. Though 32 bit exr is much better. Keep in mind that exr32 is a linear color space file. The above last ~4M model, now at ~30k + normal maps. It took me a few clicks to directly bake it. Just UVunwrapped once more, as the previous UVs were for modeling purposes only. Quote Link to comment Share on other sites More sharing options...
Member Psionic Posted November 27, 2012 Member Share Posted November 27, 2012 These are very cool, gonna try some experiments myself. Thanks for the inspiration. Quote Link to comment Share on other sites More sharing options...
Advanced Member michalis Posted November 28, 2012 Author Advanced Member Share Posted November 28, 2012 Hey, thanks. Here, trying on a simple box modeling, a basic chair. Then, started to make loops and used them as UV islands (blenderUVeditor, follow active quads method) Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted November 28, 2012 Advanced Member Share Posted November 28, 2012 Funny! But I wouldn't sit on it! Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted November 28, 2012 Reputable Contributor Share Posted November 28, 2012 You are making some awesome stuff there, It is eye catching, including the chair... My brain is so full of doing other things, plus 2D painting and 3DCoat, I think the old brain would burst if I tried one more thing but I promise Michalis, to get around to looking at this.... Quote Link to comment Share on other sites More sharing options...
Advanced Member michalis Posted November 28, 2012 Author Advanced Member Share Posted November 28, 2012 Thanks David. Thanks Garagarape. Searching for more clever and interesting panels. (voxels are great on this). Exporting a 2-3M decimated mesh in blender is a PITA. A depth map rendering? ( exr 32bit of course) A support of such map in painting room? Here, using a combination of two maps. One for real displacement, a second for bumps. It is a 400 faces only base. Displacement isn't much, sends ~500K in the render engine. The secondary bumpMap does the trick. ahahaha final approach, Oops sorry for such a scene. but space Odysseys have an end, sometimes. LOL Quote Link to comment Share on other sites More sharing options...
Advanced Member wave of light Posted November 28, 2012 Advanced Member Share Posted November 28, 2012 That's so cool. Really enjoying this thread. Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted November 28, 2012 Advanced Member Share Posted November 28, 2012 Oh! That's verrry... (whisper) sexual. Same for me Digman. My brain is about to explose (too much work at my company). I'd like to give a shot (nothing to do with Michalis last pic) to Michalis techniques though. Quote Link to comment Share on other sites More sharing options...
Advanced Member michalis Posted November 28, 2012 Author Advanced Member Share Posted November 28, 2012 I'd like to give a shot (nothing to do with Michalis last pic) to Michalis techniques though. Quote Link to comment Share on other sites More sharing options...
Advanced Member Britain Posted November 29, 2012 Advanced Member Share Posted November 29, 2012 Had some time to play with this . Lots of possiblities. Still need to learn a bit more on follow active quads..just not getting this yet. Quote Link to comment Share on other sites More sharing options...
Advanced Member michalis Posted November 29, 2012 Author Advanced Member Share Posted November 29, 2012 @Britain thanks, I also learned active quads because of this. I had tried them in the past, good results, but never thought they are a so powerful tool. Something very blrendish, just for fun. Though the famous suzanne monkey of blender is very old and has bad topology. Just to see if I can manage bad topology too. There're a few tricks. Another great tip to handle displacement on specific areas (where mesh is thin for instance) is weight painting in blender. Use it as value under the displacement panel there. Funny when saying that blender has an awful UI. Everything is there, waiting to use them. There's a unique logic, behind everything. And, it's not the 3dmax logic, for sure. Quote Link to comment Share on other sites More sharing options...
Advanced Member Britain Posted November 29, 2012 Advanced Member Share Posted November 29, 2012 Spent more time with the follow the quads. I think I have this down now. In my line of work I do film over molding. The film gets stretched when the plastic rolls over it when it hits a high or low spot . So we start with a grid checked pattern to see low and high spots on the steel. I will create the same and learn this UV . Quote Link to comment Share on other sites More sharing options...
Advanced Member michalis Posted November 30, 2012 Author Advanced Member Share Posted November 30, 2012 Thanks britain. I just learned how to handle multiple UV sets on the same mesh, and in cycles. So, from HRGiger to Gaudí 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member Britain Posted November 30, 2012 Advanced Member Share Posted November 30, 2012 That is really cool! Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted December 1, 2012 Advanced Member Share Posted December 1, 2012 Very impressive! Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted December 1, 2012 Contributor Share Posted December 1, 2012 Your ships (and even the Blender monkey!) would be great assets for the next Alien film. I like the way in which you combine organic, round shapes with technology. Very impressive and unique. Great technique. Quote Link to comment Share on other sites More sharing options...
Advanced Member michalis Posted December 1, 2012 Author Advanced Member Share Posted December 1, 2012 I like the way in which you combine organic, round shapes with technology Thank you, all. This is the essence of this workaround. There are no round shapes on such a panel-relief. What comes curved is because the topology curves. Follow topology. On my last post, it's a 280K (resulting, after displacement, on the render engine only). It can go up to millions with no problems. But, it can go down to 70k, with similar results. It can be exported with UVs and bumps anywhere. Being a multires mesh, it can be down to a few hundred faces and bake normal maps directly from multires. I mean, it's fully compatible with any workflow you have in mind. Quote Link to comment Share on other sites More sharing options...
Advanced Member michalis Posted December 2, 2012 Author Advanced Member Share Posted December 2, 2012 Semi organic, more alien like stuff. Experiments. A hires depth map 16 or 32 bit exr or tif export directly from render room, Please!!! (In 3dc) Quote Link to comment Share on other sites More sharing options...
Advanced Member Britain Posted December 2, 2012 Advanced Member Share Posted December 2, 2012 Had some time to spend on the burning of the exr. Not as good as yours actually not really good at all but it did work. Need more practice there. Quote Link to comment Share on other sites More sharing options...
Advanced Member michalis Posted December 2, 2012 Author Advanced Member Share Posted December 2, 2012 Had some time to spend on the burning of the exr. Not as good as yours actually not really good at all but it did work. Need more practice there. I can only guess what issues you're facing. Have in mind, this operation is scale sensitive. So, apply scale changes first (ctrl+a/scale), select both target and source meshes, reduce scale (or enlarge) and bake again. A tip! LOL Quote Link to comment Share on other sites More sharing options...
Advanced Member Britain Posted December 2, 2012 Advanced Member Share Posted December 2, 2012 Yes one was scale! Thanks for the tip! Quote Link to comment Share on other sites More sharing options...
Advanced Member michalis Posted December 4, 2012 Author Advanced Member Share Posted December 4, 2012 A funny ship. Playing with retopo and loops a bit. A few 5poles or even some tris are compatible. (if you know how to handle them on a UV editor) 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member michalis Posted December 13, 2012 Author Advanced Member Share Posted December 13, 2012 Here's another one, I really don't know what it supposed to be. LOL And, a video tut from a friend, just the basics, I could say much more on the blender UV editor, on how to control displacement value via a vertex painting set, for instance (very important) But, you have the basic idea behind this workaround. 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member Garagarape Posted December 14, 2012 Advanced Member Share Posted December 14, 2012 Thank You Michalis! Nice work and video tutorial from your friend. Quote Link to comment Share on other sites More sharing options...
Contributor TimmyZDesign Posted December 14, 2012 Contributor Share Posted December 14, 2012 Wow, finally a video tutorial! I have been very interested in this thread but quite a bit confused by it because I am not an experienced Blender user. But in any case I want to thank you Michalis for sharing this! It is very kind of you. I am also enjoying the great thread you have going at Blender Artists! And,,, Mealea Ying's thread over at Zbrush is a wonderful treasure too! This has been some of the coolest stuff I have seen in a long while! Thank you! Quote Link to comment Share on other sites More sharing options...
Advanced Member michalis Posted December 17, 2012 Author Advanced Member Share Posted December 17, 2012 Thanks, the video tutorial explains just the basics. Much more to say on UV editing, on how these panels have to be... How to curve horizontal-vertical patterns. My new experiments, psychonautic masonry. And, a doodle, just to keep things in trunk. LOL 3 Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted December 17, 2012 Contributor Share Posted December 17, 2012 "And, a doodle," modeled in 3D Coat? Quote Link to comment Share on other sites More sharing options...
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