1. #61
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    Pilou, rattus, Sav, thank you

    Another cycles test, an artifact Sc doodle.
    Trying to emulate zbrush shaders somehow. So, imported to zbrush, used decimator and UV master (after dividing to groups), baked cavity mask and added a seamless texture map (some edits here and there). Inverted-negative the cavity mask in Ps, colorized it (ochre) and mixed it with color map in cycles nodes editor.

    nodesSetup.jpg

    No PP except vignette. Cycles render
    artifcycl3.jpg
    Last edited by michalis; 07-22-11 at 06:50 AM.

  2. #62
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    Updating the first page
    http://www.zbrushcentral.com/showpos...56&postcount=1

    Here's how this nonsense sculpting,
    using quassi retopo, UVs via UV master
    - after dividing the mesh to a few groups in zb- ,
    baking two displacement maps in zb
    one for base mesh ~3k -having in mind that I'll go for 3 subs-real displacement in blender-
    a second map from this third subs level to use it as bumps in cycles blender.

    Have a closer look in cycles nodes setup, especially the use of a fresnel node. A trick that stops a major bug of cycles, triggered when UVs+displ+glossy+mixer is in use LOL. I really don't understand how it works, but it does.
    CyclesNodes setup
    NodesSetUp#2.jpg

    A cycles render, one emitter + 0.100 of hdr lighting.
    gargCycles2.jpg

  3. #63

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    your work is beautiful and tips are very useful, I've never tried quasi retopo in zb or cycles renders but I'll certainly try , thanks!

  4. #64
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    Wow! I really like your Gargoyle!

  5. #65
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    @maciej
    @ piz
    Thank you
    This quasi autoretopo is the easiest way to export a hi def mesh from sculptris, decimate it as possible, use UV deformation mode, paint, export this too, combine these two in blender (shrinkwrap) or zbrush (project) and have them all. (not for animation of course, just static)

    Meanwhile
    I worked more on this, now in zbrush, after retopo, at ~8M, UVs, ready for exporting in blender cycles. Still, all major work was done in sculptris. It is major and the most serious because it takes 1-2 hours and it's unpredictable. Fine details in zbrush can take days but they are predictable. Patience needed LOL.

    dimitris2.jpg

  6. #66

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    Hey there again,

    I never used sculptris in conjuction with zb before, I normally grind to a halt at around 1 mil faces in sc then have to pro optimize. In Zbrush it's obviously better but Sculptris allows more freedom in terms of initial mesh (I like both tho). I tried using Coat's Autopo before but because of horrible system specs it takes too long (and it's Coat's algorithm also I believe). So when porting from sc to zb what values do you have on your tri to quad slider? Do you end up having a lot of tris? What about your projection settings. I understand that everytime you approach things from a different perspective (because every model is different). I need to get the feel of this.
    Last edited by maciej; 08-01-11 at 06:27 PM.

  7. #67
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    Default Fantastic!

    Great sculptures!!!

  8. #68
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    aaahhwwwww this last render is very impressive. Hot stuff!
    Good DAY sir!
    ***12500;***12470;***12420;***12510;***12531;***12489;***12522;***12531;

  9. #69
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    Quote Originally Posted by michalis
    Pilou, rattus, Sav, thank you

    Another cycles test, an artifact Sc doodle.
    Trying to emulate zbrush shaders somehow. So, imported to zbrush, used decimator and UV master (after dividing to groups), baked cavity mask and added a seamless texture map (some edits here and there). Inverted-negative the cavity mask in Ps, colorized it (ochre) and mixed it with color map in cycles nodes editor.

    nodesSetup.jpg

    No PP except vignette. Cycles render
    artifcycl3.jpg
    I love the way you render this. Its very clean.

  10. #70
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    Thank you Emran, elvis75k, BlackCubes
    @ BlackCubes
    This cycles nodes setup triggered a bug. Better follow the other one (gargoyle)
    @maciej

    1. Sc>GoZ>Zbrush
    2. duplicate the 'tool' (tool LOL)
    3. decimation master, extreme settings as explained in first post here
    3.1. You may wish to export this low-poly and import it again using tris to quads (full right, leave anything else unchanged), again this will turn half of tris to quads and in a way you may not like it, so, skip #3.1
    4. you now have a low poly and you can project it on hi poly (after subdivide)

    But you also have: a low poly for use with UV master.
    4.1 Use zb hide [shift-ctrl] / polygroups/group visible. To divide it to a few 'islands' and check groups in UV master. This really helps.
    4.2 use paint density areas (especially front of a face etc)
    4.3 unwrap

    5. Subdivide the low UV mesh to go for ~1M - 2M faces
    Project all:
    6. the trick here isn't the settings.
    the original sc mesh (a 300k-1M I guess) has to be subdivided first at 2-5M. This eliminates the projection issues. (same trick in 3dcoat / the vox mesh has to be ~10M to help auto retopology)

    This quasi method for retopo is much better than remesh-project ZB because:
    you have a 3-6k base mesh only
    you can easily UVmaster it
    you may wish to GoZ to sculptris and paint there smoothly
    and it will work perfectly on difficult areas like fingers, teeth etc

    All these not animation friendly, perfect for static objects like rocks, statues.
    Last edited by michalis; 08-02-11 at 12:35 AM.

  11. #71
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    Wow, your works are soooo impressive.
    I'm still cant do the tips your saying because i still think that my sculpting skills sucks, but as i can go to that next step i will follow your tips!

  12. #72
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    NIce workflow with that tris-> quad projections.
    If this guy:
    venus remake be Thomas Roussel
    Knew this thechnique his work would be easier, i guess.
    Is before last one sculpt (in glasses not the fat one lol) your auto portrait?
    Last edited by JoseConseco; 08-02-11 at 10:32 AM.

  13. #73
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    Thanks belbe
    Thanks Jose, autoportrait? you're the second asking. He's a friend, Dimitris from the island of fourni. I'm not so old, yet.
    Here the pure sculptris mesh just rendered in Zb.
    http://www.zbrushcentral.com/showpos...9&postcount=51
    Glasses and shirt by blender (shirt adopted from an older project)
    Almost ready now for cycles. Still trying to fix eyesbrow area.
    The 'fat one' lol is actually a pot.
    This venus guy... I'm not sure if he knows much about ancient sculpture BTW. And about greek noses

    And a watercolor (real) in front of the subject.
    WatercoloursV2135.jpg
    Last edited by michalis; 08-02-11 at 10:58 AM.

  14. #74
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    Love the last one! How did you put the aquarel in front of the subject?

  15. #75
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    I mean painted in front of the real thing. No photos.
    aquarel is my favorite medium. No studios, smell of oils etc. Just a nice piece of paper (Arches) a box of colors and a brush (a good one)

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