testing 64bit macbuild+cycles
Posted 10 July 2011 - 01:39 PM
Just a cube, retopo, all other sculpting in paint and sculpt room (zbrush like method - MV)
Rendered in blender cycles, color and displacement maps only, (disp and color map used also as bumps after some disp-subdivisions)
Posted 11 July 2011 - 08:32 PM
always good stuff!
i have a doubt now:
how would you get a displacemap from a voxel sculpt to a low poly retopo?
if i merge to pixel paint i only get the normalmap but how to get displace?by microverts?how?or texture baking?any ideas?
Posted 12 July 2011 - 12:32 PM
this took five mins in 3dc, just baked this known shader and painted bumps in paint room (in MV mode, painting bumps means sculpting - like in zbrush).
This is true, now we have to jump in sculpt room to use grab or other tool on a low poly mesh and back to paint room to work with similar to zb alphas.
Why two separated rooms then? Depending on what low base you ask when baking to MV room, we have a hidden multi res engine. Why so?
3DC could be the best sculpting app. Just this is missing and a much better behavior of the tools. A sculptris like behavior.
If I was trying to sculpt these bumps in voxels or even LC modes, then retopo... I could spent 1 hour, not 5 mins.
Posted 15 July 2011 - 05:48 PM
A test: Portrait sculpted in Sculptris ~350K.
Merged as voxels ~10M. Everything fine and crisp details so far (same as the original mesh).
Autoretopo (using loops and some fixes), UVs (manually)
Baked in MV mode (2048x2048 maps)
Exported as hi as possible density mesh in zbrush.
Reconstructed subs. Fine but these's a significant lose of crispness.
just exported the retopo cage+UVs.
Subdivided and Reprojected it on the original sculptris mesh.
A perfect capture of crispness.
These two methods captured all these tri artifacts of dynamic tessellation-sculptris.
What will happen after implementation of Raul's LC is another matter of discussion.
A question: does this lose of details in MV mode has to do with the maps resolution? But I didn't use the map (or I did after all? Andrew should answer this)
I attached the two cases above (have a look), a 3dcoat renderer of the baked MV mesh and the autopo cage.
BTW I opened the mouth just to help retopology, I'll close it later LOL
Posted 16 July 2011 - 07:15 AM
- merging to voxels (less loss because of 15 m is lot enough)
- merging to microverts (voxel mesh gets a bit of smoothing, but this is already improved, next version will bake micrverts better)
Posted 16 July 2011 - 12:35 PM
Merging to voxels produced an excellent mesh anyway.
BTW all these aren't of much importance as I have to resculpt, smooth, (zbrush is great as I can mask cavity) so to eliminate the triangulated effect from dyn-tessellation- sculptris.
We'll face this major issue in 3dcoat, in the near future I guess. I can't think a way to avoid this.
Posted 17 July 2011 - 08:23 PM
You may notice the inside mouth area, where the dynamic tessellation is visible. How can we handle this? Except resculpting these areas after retopo?
Posted 03 August 2011 - 01:35 PM
Here, trying to learn the basics again. I love voxels, great performance at 12M and cutting cutting the stone lol.
A WIP started yesterdays, when doodling for 2 hours.
Question: Still vox mode but after jumping to surf mode for more crispness, after retopo or anything, how can I adopt this possible crispness? Baking displ maps (MV) results to smooth meshes, exporting hi density to zb (if possible) and reprojecting, leads to resculpting details. So what's the use of hi density voxels and/or surface modes? Always wanted to ask this question.
Question 2: I keep his mouth opened for easier retopo. How can I close it after these? In another app? But I need some sculpting there, then in ZB? When should I brake symmetry? Now? Not nice for retopo, after? where? in zbrush again?
Posted 03 August 2011 - 08:59 PM
Actually, the "Drag Points" tool in the Sculpt Room works nicely, if you position the "anchor" dots correctly and make them the right size. Larger dots influence more vertices, (like a magnet tool).
It's an interesting tool and really has lots of potential.
Posted 04 August 2011 - 12:06 AM
I was referring to the difficulty in closing the mouth after performing Retopo. I'd say, at that point, you could abandon symmetry - or keep it - it matters not.
Posted 04 August 2011 - 12:19 AM
But my major problem is the lost crispness, no matter what workaround I'll follow.
Another doodle, portrait of a friend, this done in sculptris, just retopo and UVs in 3dc, glasses and shirt by blender (adopted from another project). Rendered under BPR zb. Ready for cycles.
and a real watercolor in front of the subject.
Posted 07 August 2011 - 08:50 PM
Last night having some fun, this one came. The 64 bit mac build liberated me. Great performance at 25 M
I know, mouth has some problems but I'll fix it after closing it.
Posted 28 August 2011 - 12:22 PM
imported in sculptris
Posted 28 August 2011 - 11:28 PM
When sculpting these, I need to brake symmetry as soon as possible. But, you know what this means. This is my problem with 3dc. The absence of a decent sculpt room. Zb is always waiting. Just saying.
But something is wrong in these possible workflows, I feel it.
Anyway, a question: I constructed these cans using instances. I retopo'ed one. Then what? Do I have to re-compose the whole scene? I would like to paint them as one single mesh. And maybe deform them as one single mesh. I need one UV map.
Just to inform you, I had all this beer during last weekend. Not in good mood, you can guess.
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