maciej, I did exactly this. I decimated as possible and made UV seams. I reprojected on the original hi def sculptris mesh. I used 3dcoat in this case, to bake normal maps and some texture. It's a still and a simple fast test after all.
maciej, I did exactly this. I decimated as possible and made UV seams. I reprojected on the original hi def sculptris mesh. I used 3dcoat in this case, to bake normal maps and some texture. It's a still and a simple fast test after all.
This latest stuff is fantastic (as is everything else in here!)
Reading about the processes you use to make things is mind-blowing.
I got your reply to my IM, but ZBC is being broken at me lately and giving me script errors in my web browser.
Any how, I haven't got 3D Coat yet so those new features dont matter to me much, I just thought you might like to see them.
Keep making this stuff ok? Its lovely and its teaching me to make things differently (and I hope better).
Cheers!
Mealea
nope...
I don't know what I'm doing but I'm doing it anyway.
Thanks mealea, these aren't depended on 3dcoat though. it's the quasi retopo I mentioned on my first page of this thread.
3dcoat is used for baking mostly. And for some background work.
What about participating on this funny challenge?
http://www.zbrushcentral.com/showthr...-fun-Challenge
Playing and testing some new zbrush brushes this morning.
Then I said, just a moment, Sculptris can do this as well.
A Sc only sculpting/render, + Ps. Have fun.
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A one hour doodling in Sc, it took me 5 mins to setup in blender+cycles and ~1 mins rendering at 1600 Px.
Blender is Sc best friend, especially cycles. New blender 2.61. Cool build
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Another fast presentation in cycles. I'll post a tutorial on fast presentation renders using cycles.
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@michalis The scupture is very cool in #185. How did you get that concret look? Also how can I gat that brons look in #184.
Thanks
Last edited by Adamx; 12-27-11 at 02:29 PM.
Thanks Adamx
The bronze like material is a Sc shader edited in Ps to make it a little more ochre like. Simple. Here the shader
http://www.zbrushcentral.com/showthr...l=1#post884731
The others are Blender / cycles renders
A simple seamless photo of old paint wall, vector: projected from camera, as B&W projected as bumps.
I should make a simple cycles tutorial, fast nice presentations of Sc sculpts.
That sound simple enough to do, will have to give it a try later on....
I notice with your Satyr a very classical sculpting method from ancient greek times, couldn't be because your exposed to so much classical sculpture.....( tongue in cheek )
Blue Ferret 3d .......... CG Society
" In Life like Art one must allways search for the connected Perspective " * D.J.S.
QUOTE]couldn't be because your exposed to so much classical sculpture...[/QUOTE]
Not enough exposure. I need some more. I need to understand. The hidden geometrical structure on these ancient sculpts is brilliant. I would like to expose my thoughts on this, some day.
On the contrary, in zbcentral or other famous 3d forums, I noticed a so much exposure on cheap comics art. Or in neoclassicism, or in renaissance art. I better go straight to the source. Following other brilliant artists like Rodin, Degas, Picasso, Giacometti.
"Greek sculpture is warm, strong, firm, simple, true to nature, and full of power. It is life itself... the teaching of the academy does not include a thorough comprehension of either nature or the greek." Rodin's writing.
BTW my sources now are more roman than greek. Roman portraiture may be of less importance to some but not for me.
Triple Neptune study, sculptris only, BPR (smooth normals and some noise eliminate trialgulated effect)
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Last edited by michalis; 12-29-11 at 08:38 AM.
I've always liked your sculptsThey remind me of real-world sculpts, trinkets and other nice things. They have a unique look with your renders, and each one looks as if it could be a real-world object. Keep on rocking it, my friend.
Oh, I'm still waiting on that cycles presentation tutorial, sir......![]()
Thanks KRIS.
A happy new year, a creative one, to all of you!!!!!
OK here a small tut on how to present a sculptris mesh usinig cycles, as fast as possible.
Some notes,
-I didn't retopo or UV the mesh, just imported and added a texture (project from camera), so the whole method is very fast.
No displacement maps or such, a simple preview. For stills.
-A black square is used for casting some shades on background. Make it black, if not, a lot of noise will be added and takes 500 more passes. I made it invisible for cycles camera, see how, the same way for emitters or anything else. It keeps casting shadows or it emits, it is just invisible.
-Using two emitters + environment lighting (via photo, hdr is better)
-Five mins to render the final image, though not decimated.
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Last edited by michalis; 12-31-11 at 06:00 AM.
Thank you very much for the tutorial!Going to try it today.
Michalis : Excellent!
Thank you sir for this example and the screen captures.
Interesting method of achieving this render.
Nice to see the red notation indicating the multiply node is actually a math node.
I had to look closely to notice the tiling of the models surface texture.
The cameras focal length has presented your sculptris work well.
I give your contribution 2 thumbs up
May the Artists Creative License be with you always!
Do the best you can with the tools you have !
Thank you, glad if I helped.
Oh my, I know. I had some hard time when looking on other posted nodes-setups.Nice to see the red notation indicating the multiply node is actually a math node.
So, I have to write a list of the most useful nodes now. Indeed I don't know how to use all of them. To learn blender it was always hard. Especially cycles, as everything is changing in every new build. It's cycles alpha, remember. One for sure, half of the new posts in blenderartists forum is cycles renders already. The days of BI are over, it was about time.