Thank you
HR Giger works with his hands, this is what he has to do. Nothing else.
Talking about these, just tried to import a suck displaced mesh back into zbrush. I also imported the displ map so I have a 4M mesh ready for more Zsculpting. Here some nonsense, :lol: I was just testing. The mesh is perfectly workable as it has a simple clean topology, evenly subdivided.
Let’s not forget, zbrush tool set is basically a displacer. What zbrush misses (IMHO) is a fully operative UV editor.
Well that’s a wonderful bunch of stuff to come home to!
They are amazing Michalis!
I’m curious, do they have polygroups? Meaning is each part actually an editable part or is it one continuous mesh?
And if they do can I see an image of them?
GRIN! I am so greedy.
Thanks mealea.
They have UVs according to my needs for modeling. So, polygroups from UVs in zbrush.
As a displacement map is applied, you can also mask by density.
So anything you need is here.
I wish we had a full operative UV editor in zbrush, it’s a little magic what we can do with such a tool. To have full control. To have a geometrical brush fully aligned to the topology of a surface. IMHO, it’s a good idea.
We have seen great great works on such subjects, posted on this forum. Though I admire them, it isn’t and probably won’t be my style. But I doubt if we have seen such works be done in 10 minutes of doodling. More time spent for modeling these panels of course. Still in search on how these panels are, what elements they should contain. Such panels can be 2.5 to 3d or, better, directly 3d. Just bake a depth map in the end. Export only the map in blender or elsewhere, play with UVs, import the simple base mesh, subdivide ~millions and apply displacement map. Then, you can start oversculpting. In the end, unwrap as compatible for exporting, bake maps (nor_maps colort etc) and have low poly asset, if this is the target.
Suzanne, a very blendish subject.
The very old mascot monkey of blender. Not good topology though, too many triangles around. Anyway.
Hey Suzanne, excellent
Love these latest workflow experiments (also very interesting read you posted on the Blender forum-thanks for linking)
Thanks etcher.
So, it’s a massive approach, you can import, as explained above, in zbrush and start adding as much details as you like.
Easily baked after, as topology and UVs are already here.
GRIN!!!
#517 is indeed funny.
You are subtle in your sense of humor and yet somehow flagrant as well!
this is totally amazing, i’ve had something really similar in mind but you have anticipated me eheheh…excelletn work!
…and it will be a great concept to release La Sagrada Familia in this way
Thanks LVXIFER
I’m already working on more appropriate panels. Fletcher’s history of architecture is a great source.
Very Cool!
Reminds me on those Warhammer 40k gothic cathedrals… i love it!
I’m already working on more appropriate panels. Fletcher’s history of architecture is a great source.
Great work here michalis. Looking forward to it!
Holy ****…
I cant believe that thing.
Thanks mealea, I have a library of Z-garguilles here, waiting for a home. :lol:
Stunning Piece of Architectural Work… Way out of my league… just great… Deke
Excellent mix, i like
Great cathedral entrance, and possible home for those great sculptures of yours to perch upon and rest within Michalis…small_orange_diamond:)
Glenn
Thanks Glenn
Now, zb comes into this method/concept.
Panels came from zb sculpting, just rendered and adopted as 16bit depth render pass. A 32 bit exr export would be nice. (request to pixologic)
The rest in blender UV editor as usual.
Attachments
Still looks good , but seems to lack the sharpness of your other pieces… even though uv maps are over my head I certainly appreciate the beautiful work they can create…