i reallyyyy love the last two…what about polygons number, materials and rendering? small_orange_diamond
small_orange_diamond
great work!
Thank you patpotlood,
Thanks Daniele
This “reverse” engineering is based on low poly base meshes, so it’s easy to export it.
~50 k mesh, imported and subdivided on the cycles (blender) renderer. ~12 millions faces (it took 2 mins for a 2000 px render)
Fast dynamesh sculpting (booleans etc), z remeher. Now I have nice loops, I can select them, separate them, extrude and UV them. Subdivide and preview displacement (not apply it)
Ready for exporting. Additional edits in blender UV editor, multires and apply subdivisions, some more blender sculpting.
Here a 1/2 hour doodling, an artifact, same workflow.
what can i say…beautiful!
An attempt for low poly exporting
Here rendered at ~80k, though it looks decent at ~20k already.
Pre baked displ, normal and AO maps. In this case, unwrapped via blender UV editor. (I can’t handle well normal maps under ZB UVs)
Ultra Realisms or Realizations of the Unreal…:D…Beautiful works and renders Michalis…small_orange_diamond:)
:)Glenn
very nice stuff.
is this rendered in blender (cycles)?
grtz p
Thanks
Yeah, it is cycles blender.
You need a renderer supporting normal maps.
Thank you Glenn
…your scuplture becomes more mechanic than human!
Hi michalis
I am quite new to zbrush and your experiments seem extremely interesting. I tried to find some broken down tutorials on this panel wonders as well as on toon rendering you mentioned, but this thread has so many pages it’s crazy
could I please ask you to repost tutorials, or point me to the right page (pages?)
Thanx and once again… great great stuff !
Aleks
Where are you , miss seeing you on this thread …
thanks blue for passing by
Not much recent work in zbrush, that’s all.
Thank you aleksandar
It depends on what you’re looking for.
Zbrush has many tools for the job but it doesn’t provide full control over UVs.
So, I’m using blender.
Here’s a tutorial then
http://blenderartists.org/forum/showthread.php?273033-Sculpting-with-UVs-and-displacements&p=2245866&viewfull=1#post2245866
It is a huge topic as well, so have a look on the list of some links to the bottom of the second post.
However, the basic principles are the same, see what you can pick from this.
In zbrush, similarly, have a look here
Have a look on some wonderful and inspiring threads
http://www.zbrushcentral.com/showthread.php?80531-Landscapes-L51
http://www.zbrushcentral.com/showthread.php?183259-Valeriani-Zbrush-Artworks
http://www.zbrushcentral.com/showthread.php?103320-Now-Im-having-fun&p=983187&viewfull=1#post983187
http://www.zbrushcentral.com/showthread.php?170167-Insert-Multi-Mesh-Repository&p=1024424&viewfull=1#post1024424
Anyway, the whole idea is to pre-bake displacement maps and use them to displace some topology.
What’s important is to have an alignment of the UV unwrapped quads-topology to a geometrical displ pattern. (for best results.
Such are the methods I use under blender UV editor (follow active quad),
So is the GUV zbrush unwrapping method.
Splitting z remesher.
What is splitting z remesher ??
Selecting face loops and splitting them in new object - tool.
Then, extrude them to have a closed mesh.
Keep sculpting, modeling, UVs etc etc
I like the details and the presentation! Thank you for your always helpful tips!
Ciao,
TM
Hi Michalis, how did I miss this one? Very interesting and exciting image, i love the textures! Rendered in Cycles?
Cheers, David
michalis this render is insanely delicious!
Thank you for these interesting renders and or your methods!
Awesome work as all-ways… very sharp clean and detailed…
Thank you
A new post just to keep in touch
Though not much zbrush, except some fast dynamesh sketching > z remesher + a few loops.
The rest in blender.
A BPR like render.
What a cool machine! This is something I love.
This is certainly a Higgs-Boson-Particle-Generator!
Ciao,
TM