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Venus faun and a fish


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#21 michalis

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Posted 02 October 2010 - 04:35 PM

Used zbrush for cavity baking and decimation only. A Kray clone render. 3DC rocks :)
I exported the hi tri poly reference from voxels room and combined it with the already baked and painted re-topo (project all). The hi density microvertex export is broken, sorry.
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#22 Rich_Art

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Posted 02 October 2010 - 05:06 PM

that looks great... Which app for rendering did you used?

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#23 michalis

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Posted 02 October 2010 - 05:28 PM

thanks richard or rich art. I alredy mentioned this. Its "podium V2" a Kray clone that run in SketchUp. I'm a beta tester there. Not many capabilities (no normal maps) but what a lighting. I'm impressed. In 1 min.
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#24 Rich_Art

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Posted 02 October 2010 - 05:45 PM

Thanks for the info. :) I use Vray and C4D so it was more a "I wanna know" question.

It is Rich_Art. :yahoo: My name is René Rijk. Rijk = Rich in English and Art speaks for itself. So Rich_Art it is. :)

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#25 herve_bis

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Posted 03 October 2010 - 05:31 PM

Great work.. I like the faun a lot.. :)

#26 michalis

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Posted 03 October 2010 - 06:07 PM

Thanks hervé.

Here's a kind of tutorial on rocks and 3DC.
I was playing, I used copy tool, I constructed some obj for merge, you know it was fun and great. But when coming to re-topology? Its hard.
But quads don't really help rocks modeling, these are static objects not for animation.
1. I used a 4x proxy of the rock first.
2. Exported a decimated version from voxels palette (always export scene) ~22k
3. I imported it re-topo room as a topo objected and snapped it to reference voxel model. I already had return to the original voxel not the proxy!
4. I did some UVs and baked it. I checked first for snapping related problems on difficult parts, I found just one mess and edited it a bit.

Why not? Finished hi detailed rocks (~ 22k). What do you think? Please some comments. I may be wrong?
I just have to complain to Andrew about the materials in voxels. Why they come so lighter when baked? Even with 0 contrast. Without specularity.

The first from the left is the ~6M voxel, the second is the 22k.
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#27 michalis

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Posted 04 October 2010 - 11:21 PM

Just because I had nothing else to do this evening, a fast study on a Egyptian head. A hard surface like approach in one hour.
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#28 Rich_Art

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Posted 04 October 2010 - 11:22 PM

wow cool model. :yahoo:

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#29 artman

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Posted 04 October 2010 - 11:43 PM

Nice Study here! :good: Hope you do more of those. :)
Egyptian sculpts are surely a completely thing to study,probably very different maths behind than Mayan or Greek sculpture.
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#30 michalis

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Posted 05 October 2010 - 12:22 AM

Thanks Rich_Art, artman,

Egyptian sculpts are surely a completely thing to study,probably very different maths behind than Mayan or Greek sculpture.

Egyptian sculpts is a great study, first of all we learn that anatomy is definitely not the key for serious sculpture. As for maths, Egypt is Euclides, athenian sculptors - Feidias - are rather elliptical or even fractal. Mayan... who knows... 2012 is coming. :drinks: What is exiting for me is that these Egyptian sculpts are so old... 3500 -5000 years ago. They stand on earth, greek look rather flying. There is a lot of people that believes that a sculpt of Michelangelo is superior. Just imagine one of his masterpieces aside an Egyptian one. I bet you wont even seen it. I mean, after some time it will start disappearing. Magic? or just Art?
But there is this dancer girl of Degas, this is so close to ancient sculpture, weird ... the time machine. Giacometti...
We're trying to develop our skills and technics here... I'm wondering, maybe we should try the opposite.
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#31 michalis

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Posted 05 October 2010 - 02:28 PM

Just having some fun.
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#32 Rich_Art

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Posted 05 October 2010 - 02:34 PM

Nothing wrong with your fun... :yahoo:

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#33 michalis

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Posted 11 October 2010 - 12:32 AM

WIP, studies on roman portraits, in a way I call studies. More from memory than from a reference. More painting like, they start in 3dc and autotopo and continuing in zbrush. Background painted in zb too. PP in Ps.
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#34 moska

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Posted 12 October 2010 - 10:30 AM

about rocks,if you generate a procedural b/W voronoi for a rounded cube (or else) and then use it as displace ,then you have nice base to start sculpting.others may not sculpt at all and proced procedurally!

#35 michalis

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Posted 12 October 2010 - 01:01 PM

I don't like this method moska. The problem with rocks is that I treat them as abstract sculpture. I really enjoy to cut hard surfaces and have a nice composition, clear large surfaces. Textures and noise patterns are welcome then.
For rocks, 3DC rocks. :)
BTW Using bump on shaders properties results to a bumpy normal map actually. For displacements I use other methods. ;)
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#36 bantu

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Posted 13 October 2010 - 10:07 AM

Hey Michalis!

I LOVE your rocks! They rock! :) I read how you did it, an I have to say, that I only understodd half of it :D But if by any chance you have time for an illustrated, or maybe video tutorial...that would be awesome!

you rock! :)

cheers,
Adam
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#37 michalis

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Posted 13 October 2010 - 11:23 PM

The more complex and detailed you'll sculpt it the more soft it'll look as a low poly export. Simple clean cuts and lot of custom shaders using seamless rock textures.
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#38 michalis

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Posted 24 October 2010 - 08:58 PM

Another wip, corinthian order.
This is part of a much larger scene, no need for more details. But sometimes 3DC is glorious. This didn't take much time. I sculpted this in 3DC, exported the tri mesh directly from voxel room to zbrush, decimator and UV master. Reimported the 8k UVmesh as retopo mesh and baked- painted the voxel as usual. No need for quads on this model. And a fast blender render.
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#39 Rich_Art

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Posted 24 October 2010 - 09:43 PM

Looks great I love the material.

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#40 wave of light

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Posted 24 October 2010 - 10:00 PM

Michalis,

That is very impressive. Can I ask (and I’m not fanboying 3DC here) but what stopped you from getting to a 8k baked version straight from 3DC, instead of having to use all the other programs you stated above.

Cheers,

Ricky.
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