Thanks hipi. I copy all what you said. Its a really hard challenge anyway. Lets have some fun at least.
Here’s how it came to 10 000 poly baked in blender and exported to SketchUp.
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BTW do you know this free app “toycamera analog”? Just PPed a RAW zbrush render and here’s the result. Used zuiko lens preset. Have fun.
This one rendered in blender internal. Exported at ~700 000 poly, finally I figured out how to export nice bumps from zb.
I love this sculptures great work, really realistic
wow! really nice sculpts and great renders. looking forward to more.
Just found myself in front of this guy at Athens Museum. It may presents a philosopher (they say so). So I modeled it using two bad photos as reference (there was a glass in front).
Basic model and textures in blender, details and more textures in zbrush, re-sculpted and further texturing in blender at ~700 000 poly (2.49b). Rendered in blender internal.
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wow great render!!!
Awesome man !!! I love that render
pretty cool style on the sculpt. i really like the render, any chance you can share your light setup?
yeah thanks. My problem for the moment, is this renderer thing. Yafaray is fine but problematic when comes to render hi poly zbrush models. Blender can handle millions of faces, multires models, so no need for displacements, just nice bumps for details. Blender internal is not my favorite, I don’t like modo’s either. But they work alright. Mental ray is my favorite but blender is freeware.
I used three area lights and a simple background face, used AO, DOF.
Here’s a profile too.
WOW!!! Amazing Render…
thanks for posting your light setup.
ive run into similar issues with rendering in lightwave. lightwave isnt too happy to handle a model higher than 1/4-1/2 million polys, especially if you dont have a lot of ram. the new releases of zbrush seem to genereate really nice normals maps, so ive been trying to find the happy medium of various subpath levels for displacement maps along with using normal maps.
keep it up!
@Daemon3d @HiPi @AA-ron
I appreciate this. Really thanks.
@AA-ron
I don’t think that its a ram issue, I have enough (I think) ram, lol, 6 Gb (running at 64 bit, 16 threads CPU) - not all of these goodies is useful for zb.
Some suspicions about zbrush topology? Especially when exporting HiDef models? (>500 000). I tried modo, I had similar problems too. I tried blender internal renderer at an 1 500 000 poly import from zb! It worked fine. Who knows. I’m not talking about modo and blender (two fine apps), talking about HiDef output zbrush topology.
nice sculpts wonderful rendr
Following and enjoying your works…Interesting technique and results your developing.
Looking forward to seeing it’s evolution…
By the way…HEY…HAPPY NEW YEAR TO YOU AND YOURS…
@adampof
Thanks, I was just lucky with the renderer. I don’t really enjoy rendering lol.
@ SpiritDreamer
Thanks, … evolution? I’m not so optimist but “Happy new year and live long and prosper” as we use to say in “Volcan”
i dug up your threads and found this one. Simply awesome! Great when digital sculpture looks like the real thing. The terracotta designs are beautiful, but my fave is the head of the man. You captured the ancient intention.
Wish i knew how to render better in blender. I do all my unwrapping there so i know my way around the program, but rendering in any program takes a long time to learn.
cheers