Cat Man ?
Is this just Zbrush or or did you use the Blender UV editor? Would you mind to post a pic of the alphas you have used for this one?
Thank you all.
@stone3d, I used zbrush to sculpt a panel, a relief. Then baked the depth and an AO map. The rest is a matter of the blender UV editor. No alphas. OK, depth map can be considered as an alpha, but aligning the topology to a more or less geometrical alpha is something that zbrush can not do. The lack of a good UV editor. (blender has a terrific UV editor, one of the best, BTW)
You can easily transfer all these (being basically a UV displacement) in zbrush and have more fun. As you can subdivide to lots of millions faces (Zb) and apply displacement. Many possible ways under such a workaround)
Aside from the Cat man piece which is great, I actually found a Blender for Dummies book today in a junk Shop for 2$,
Its great , thanks again for tuning me on to Blender… Deke
Thanks for your explanation. I will try your technic as soon as I finished my last project. I´m using Modo, I tried Blender but it would cost me to much time to learn it. I know how to get a similar effect in Zbrush but it is more random, your method has the advantage that you get what you see in the UV editor.
Thank you Deke
Thanks stone3d, I didn’t had much time test modo but I’m sure it has lot of the tools you need.
Meanwhile, this 10mins doodle, completely in zbrush. Using my blender method. ZBrush grabbed document (a subdivided-sculpted panel) as alpha and UV “editor”. Displacements. This came up. It’s not more than 300k, no subtools. (bumps added). After LVXIFER"s wonderful posts.
And, just keeping in touch, a blender only construction, playing with UVs, and baking displacements and AO maps (about these maps, it’s the first time you see cycles baked maps. Experimental but of great quality already). ~90k model, after subdivisions.
<svg version=“1.1” baseProfile=“full” xmlns=“http://www.w3.org/2000/svg” style=“height: 0; width: 0; position: fixed”> <filter id=“bpm-darkle”> <feColorMatrix in=“SourceGraphic” type=“hueRotate” values=“180”></feColorMatrix> </filter> <filter id=“bpm-invert”> <feColorMatrix in=“SourceGraphic” type=“matrix” values=" -1 0 0 0 1 0 -1 0 0 1 0 0 -1 0 1 0 0 0 1 0"></feColorMatrix> </filter> </svg>
Blender really brings out the relief on your digital sculpture! Do you use displacements maps and UV mapping? I haven’t really tried any apps outside of Zbrush4 yet in my workflow. It seems daunting.
<svg version=“1.1” baseProfile=“full” xmlns=“http://www.w3.org/2000/svg” style=“height: 0; width: 0; position: fixed”> <filter id=“bpm-darkle”> <feColorMatrix in=“SourceGraphic” type=“hueRotate” values=“180”></feColorMatrix> </filter> <filter id=“bpm-invert”> <feColorMatrix in=“SourceGraphic” type=“matrix” values=" -1 0 0 0 1 0 -1 0 0 1 0 0 -1 0 1 0 0 0 1 0"></feColorMatrix> </filter> </svg><svg version=“1.1” baseProfile=“full” xmlns=“http://www.w3.org/2000/svg” style=“height: 0; width: 0; position: fixed”> <filter id=“bpm-darkle”> <feColorMatrix in=“SourceGraphic” type=“hueRotate” values=“180”></feColorMatrix> </filter> <filter id=“bpm-invert”> <feColorMatrix in=“SourceGraphic” type=“matrix” values=" -1 0 0 0 1 0 -1 0 0 1 0 0 -1 0 1 0 0 0 1 0"></feColorMatrix> </filter> </svg>Well, I feel dumb, I didn’t check to see the pages after the first… your latest technological squid and complex projections on the human figure are very impressive and fun looking! The squid is a real delight. Having fun with panel loops and edge loops?
You Zbrush masters just amaze me every day…
Hey, thank you.
These were some years ago. ZBrush 3 and blender 2.49.
Exported after retopology, baking of a displacement and a normal map. Into the old, awful, Blender internal renderer.
Many things have changed since. Zbrush has many great new tools, blender has a wonderful render engine (cycles).
But, nevermind. I will come back with new classical sculpting studies, sooner or later. It’s a habit, I can’t resist.
Just keeping in touch
These in ZB-BPR, two subtools +displacements +deforming + Ps
welcome back michalis!
hahah Thanks LVXIFER
I have a question,
Here, a pattern, a relief, sculpted in zbrush and exported as BPR depth 16bit (displ map), as BPR AO map too.
But, I need to make it seamless as possible. I can do it in Ps, for one of the maps. for beth at the same time I can’t. Is there a way in zb to sculpt a seamless panel?
Just a cycles/blender render test, after the pattern applied via UV mapping.
beautiful extrusion, about seamless map i don’t know but if i rember well i’ve seen somewhere here at zbc a thread where someone discussed about seamless pattern…
ah i know perfectly Corradini…genius…there is also some mistery behind the technique on these real sculpting…check it out
I had to visit my thread for four weeks…
Thanks for the kind comments.
Meanwhile, trying to keep in touch,
a study, museum studies again. As I saw them, bad composition and lighting. Consider it as an impressionistic (a bit) study.
Very nice! Lovely study!
Cheers, David
Cheers David.
Thank you for your kind comments and for passing by.
Welcome back Michalis! very good result at pure sculpting as usual
thanks LVXIFER
It’s not that I don’t keep in tough with the other UV anomaly…
Here, a kind of compact cassette :lol:
aha absolutely, nice future cassette :lol: