Show off your final renders
-
Zom-B

- Posts: 4701
- Joined: Tue Jul 04, 2006 4:18 pm
- Location: ´'`\_(ò_Ó)_/´'`
-
Contact:
Post
by Zom-B » Thu Nov 15, 2007 2:24 pm
BbB wrote:As far as I'm concerned, I like working from photographic references, which means you don't need much anatomy knowledge. You just look at the image and try to get a feel for how the skin folds, how it rests on bones and drops with gravity, and what wrinkles really look like. It's very un-scientific and instinctive, but ZB gives you all the tools to do that - plus very nice painting tools to put colour on your sculpture.
A very good way to start in ZB (or alternative sculpting progs), something I should try once using the demo!
BbB wrote:No doubt my modelling is to blame, but the mesh you see here is also three subdivision levels below the ZB mesh (less than 2 per cent of the original polycount!) with only a bump map to try and bridge this gap.
Maybe you could show a fast & simple render of the original look & feel of your model, would be interesting(to see how powerfull diplacement maps can be

)
polygonmanufaktur.de
-
BbB
- Posts: 1996
- Joined: Fri Feb 09, 2007 8:28 am
- Location: Berlin
-
Contact:
Post
by BbB » Thu Nov 15, 2007 9:24 pm
Hi ZomB. I wish I had my own copy of ZB (that might be this year's Xmas present to myself) but I don't, so I only get to use it from time to time (when my friend lends me his laptop - and I wish he'd do the same with his girlfriend

, Last time I checked there wasn't a demo either, though Pixologic was talking of making one available soon.
Anyway, that's why I couldn't really finish this (it has a pretty slow learning curve too), and I can't show you a screen grab. Maybe it's a good thing, though, because it is so addictive that I wouldn't do anything else if I had it...
-
Phr0stByte
- Posts: 395
- Joined: Wed Nov 22, 2006 5:07 am
- Location: Centreville, VA
-
Contact:
Post
by Phr0stByte » Fri Nov 16, 2007 12:16 am
BbB
Have you played with Mudbox?
-
BbB
- Posts: 1996
- Joined: Fri Feb 09, 2007 8:28 am
- Location: Berlin
-
Contact:
Post
by BbB » Fri Nov 16, 2007 12:21 am
Nope. Is it any good? Better?
-
Phr0stByte
- Posts: 395
- Joined: Wed Nov 22, 2006 5:07 am
- Location: Centreville, VA
-
Contact:
Post
by Phr0stByte » Fri Nov 16, 2007 2:58 am
BbB
Not sure, but I have a copy of it for playing with - just have not yet. Check your messages...
-
dougal2

- Posts: 2532
- Joined: Wed Nov 15, 2006 8:17 am
- Location: South London
Post
by dougal2 » Fri Nov 16, 2007 3:02 am
Silo is another sculpting modeller. very cheap too.
I tried zbrush but got frustrated as it kept turning my fully 3D models into psuedo 2.5D things and I couldn't go back and edit them.
I know that silo for one is fully 3D based.
-
BbB
- Posts: 1996
- Joined: Fri Feb 09, 2007 8:28 am
- Location: Berlin
-
Contact:
Post
by BbB » Fri Nov 16, 2007 7:38 pm
Phrostbyte: I'm travelling right now and using a browser that doesn't allow me to check private messages. I'll have a look when I get back. Cheers.
-
SURFiNG
- Posts: 131
- Joined: Mon Jun 18, 2007 11:46 pm
- Location: Rome
Post
by SURFiNG » Sun Nov 25, 2007 2:17 pm
awesome work as always!!!
imho in modelling mudbox is long way better than zbrush
BbB, in zbrush i made a 7M polygon scene, i always make huge normals and displacement maps then i import a level 3 subdivision object in blender and i apply normals/displacement and everything looks pretty... But that's for blender internal that now supports both... Is there a trick to make something similiar with indigo?? Put displacement or normals as bumps?
-
BbB
- Posts: 1996
- Joined: Fri Feb 09, 2007 8:28 am
- Location: Berlin
-
Contact:
Post
by BbB » Sun Nov 25, 2007 10:05 pm
Here I've used the displacement map, slightlz modified, as a bump map, but it looks very blurry compared to the ZBrush sculpt - and compared to the ZBrush-Vray renders you see on CGtalk. It may be because my UVs are crap though. I've tried using displacement in Blender internal, but it tends to "explode" my mesh, with square polys pointing in all directions. Very ugly!!!
-
alex22
- Posts: 171
- Joined: Thu Apr 12, 2007 12:07 pm
- Location: Germany
Post
by alex22 » Sun Nov 25, 2007 10:57 pm
If you set displacement in materials settings, be aware that the nor setting affects disp too.
-
BbB
- Posts: 1996
- Joined: Fri Feb 09, 2007 8:28 am
- Location: Berlin
-
Contact:
Post
by BbB » Sun Nov 25, 2007 11:03 pm
Didn't know that. I'll have a look.
-
Kram1032
- Posts: 6649
- Joined: Tue Jan 23, 2007 3:55 am
- Location: Austria near Vienna
Post
by Kram1032 » Sun Nov 25, 2007 11:48 pm
Both affect it in a different way.
I think, it was:
disp = "smooth"
nor = "sharp"
deformation
but I'm not sure, anymore...
-
SURFiNG
- Posts: 131
- Joined: Mon Jun 18, 2007 11:46 pm
- Location: Rome
Post
by SURFiNG » Mon Nov 26, 2007 12:39 am
BbB in blender internal i use 3 images mapped UV
One for textures (works like a charm, in the COL column)
One for normals (set NOR color to yellow by double clicking and move the slider in right back menu to an appropriate one)
One for displacement (set Disp in yellow and tweak the "displ" value on the right bottom slider)
Also important is the kind of AA in blender, usually i use a catrom at 0.90 for a nice sharp edge
Here is a fast result without textures , there are artifacts because even the "maps" are a small calculations ones, the object is rigged and really low poly count
-
Attachments
-

- zbrush->blender
- 0001.jpg (58.08 KiB) Viewed 2984 times
-
Kram1032
- Posts: 6649
- Joined: Tue Jan 23, 2007 3:55 am
- Location: Austria near Vienna
Post
by Kram1032 » Mon Nov 26, 2007 1:04 am
amazing displacement mapping!
If you need to set nor and Disp to yellow, your maps are inverted...
-
BbB
- Posts: 1996
- Joined: Fri Feb 09, 2007 8:28 am
- Location: Berlin
-
Contact:
Post
by BbB » Mon Nov 26, 2007 1:23 am
That's very cool. I'm going to dig out my model and try to work out why it doesn't seem to work... I'll post the results here.
B
Who is online
Users browsing this forum: No registered users and 17 guests