This last one posted…Really strong piece Michalis…one of my favorites of yours so far…small_orange_diamond:)
Glenn
This last one posted…Really strong piece Michalis…one of my favorites of yours so far…small_orange_diamond:)
Glenn
@kokoro
Thanks, more zbrushing is coming soon.
@Gutalin
Thank you, Cycles is an advanced material editor. Very easy renderer, after understanding its basic principles.
@LVXIFER
Hey, thanks man!
@Adam.Desjardins
Thanks, indeed, some effort on drawing, many years now, but not on 3d. Just doodling and learning, mostly.
@Glenn
Thank you, I had your boxers-scenes in mind when sculpting this last one.
Very well done capturing the essence of the man ! …Deke
Hey Michalis,
Today is my day to spam favorite threads. That last one really resounds. I also thought of Glenns thread. I am going to try and participate in the forum more now. Your shaders are superb as always!
Thank you, blueferret, tartan.
very interesting research work and awesome renders mate…so happy to see blender working so well with zbrush, i have to test it out soon or later…
deleted sorry wrong thread
Thank you, AndreaTheSigner
Another WIP, based on roman portraits. No reference, just from memory. Yeah, zbrushing again.
nice one michalis, how about giving him a nice render
That is amazing and beautiful and reminds me of how far I have to go still
@kokoro
Thanks, indeed a nice render. I have to sculpt a lot more. Nice old workaround again. Zbrushing, probably another retopo, baking and cycles. It’s ~4M poly already.
@mealea
Thanks, I have to go far as well, all this time I was experimenting on your methods. Nothing good for posting, so far.
A question: How to bake compatible to Maya NormalMaps? I forgot it LOL Is there any tut on this?
GRIN!!!
I hate to say this but I still don’t know what a normal map is other than a rather colorful picture. As I understand it somehow the colors indicate where the faces of each polygon are pointing?
Is that right?
Right!
A fine way to describe bumps. So, bake hi res mesh information into a low res mesh + UV maps.
A not real displacement information but reacts well with lights. A fake displacement then.
This last one feels very Grecian to me, is it my imagination. Though it is done in the Romanstyle…
or am I talking out of my Martian ethos_sphere air discharging unit… Deke
This last render looks good to me Michalis. Maybe from memory but sometimes thats best because it becomes more of an extension from you
Good sculpt Michalis. I like it. One thing you can improve is the thickness of the eyelids. Especially the top eyelid. Look in the mirror and you will see that they are quite thick. Try to avoid really sharp edges when sculpting organic fleshy things.
Thanks, blue, tartan
An intermission, meanwhile.
Just became also addicted on this thing, after the wonderful posts of Gutalin and the inspired and beautiful posts of MealeaYing.
In my case, all these ideas adopted into blender. Zbrush is used for basic boxmodeling and for sculpting 2.5 -3 d patterns/reliefs. Real displacement and lot of UV game-tricks took place in blender. Cycles renders.
oh my god.
That is out of control!
Hey thanks mealea.
These are still out of control indeed.
Here’s another one. All these take ~10 mins to build them. This counts ~100k after displacements. Pretty low I guess so.
I used 2.5d, exporting depth map, but I won;t use it again. I don’t like it. I need more control on developing depth maps.
Hey Blender guru Nice images!