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A greco-roman terracotta


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#21 Taros

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Posted 12 January 2012 - 09:45 AM

Thanks taros, less in cavity OK, how can I fill it with a color and export a cavity map? Is it possible?

I need separated maps to use them under cycles nodal system. Something like this LOL ok just doodling with materials.

Posted Image

You can't "fill in cavity". But you could paint the cavity info into an seperate layer, lock the layer transparency and fill the whole layer with a different color. Another way is to create a white filled layer and paint with black color in cavity on this layer. Then export this layer to a file. This file can be used then for multiply or add and so on.

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#22 michalis

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Posted 12 January 2012 - 02:00 PM

A new direct polypainting system is coming now, we'll see about these. Thanks taros, it was a great help, works fine.
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#23 Taros

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Posted 12 January 2012 - 02:18 PM

You're welcome!

By the way: The last stone santa with cavity is great! :)

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#24 michalis

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Posted 12 January 2012 - 03:39 PM

Nothing great taros, It shouldn't look like a stone. :(
Like oxide bronze, but the preview of zb when painting isn't that great. Separated layer-maps have to be exported and combined under the beautiful nodal system of cycles.
When cycles will be able to bake maps then I will be happier. 3dcoat is my other option. Zb may have the tools but not a decent layer system. Both lack of a decent AO baking.
BTW, it doesn't seem possible that cycles will support normal maps soon or ever. A debate on this here
What will happen on low poly figures support is not clear. I wonder, it seems that many believe that nor-maps have no future. I'm not convinced, what are the other options?
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#25 Taros

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Posted 12 January 2012 - 06:00 PM

...
BTW, it doesn't seem possible that cycles will support normal maps soon or ever. A debate on this here
What will happen on low poly figures support is not clear. I wonder, it seems that many believe that nor-maps have no future. I'm not convinced, what are the other options?

Displacement maps with subdivided models... :) Vertex orientated would be the best.

My tutorials on YouTube ----> http://www.youtube.c...raphicGladiator

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My sculpting experiments on 3D Coat.com ----> http://3d-coat.com/f...?showtopic=1720

 

My official website ----> http://www.grafikbuero-werner.de
(My website is in german language, but I work for the international market too. Just drop a mail, if you are interested.)

German speaking CG Workshops ----> http://www.lernfaktor.de

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#26 The Candy-floss Kid

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Posted 19 January 2012 - 08:19 AM

Beautiful results Michalis. Bravo and happy new year.

#27 L'Ancien Regime

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Posted 22 August 2012 - 02:34 AM

@Slipping_Through_07
Thank you, the good news are that cycles is a fine modern renderer. It's so easy to export and setup a preview when sculpting in 3dc or other app.
A direct export from sculpting room, a fast projected texture, place it in a studio template scene and render.
Here's another

Posted Image


This is as good as it gets in 3d coat. Thanks for sharing. Your textures are awesome.

#28 L'Ancien Regime

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Posted 22 August 2012 - 02:40 AM

Thanks taros, less in cavity OK, how can I fill it with a color and export a cavity map? Is it possible?

I need separated maps to use them under cycles nodal system. Something like this LOL ok just doodling with materials.

Posted Image



This belongs up front on the 3d Coat website as part of the 3d coat publicity..totally professional work of high quality.
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#29 Tony Nemo

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Posted 22 August 2012 - 05:41 PM

Michalis can probably thank his grandpa Phidias for his talent.

8 core 2.5 Xeon /12 gb RAM DX 64 Cuda / 560GTX-Ti. I always use the latest build.


#30 michalis

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Posted 22 August 2012 - 08:11 PM

LOL, thank you all.
IMO totally not professional work. I mean, I know very well how to transfer low def meshes with all king of UV mapping to a renderer. Bit this doesn't make it professional.

Please let me post some cycles "shots" here. Though I didn't use 3dcoat (I will for the final project of course) neither zbrush or even sculptris.
A pure blender sculpting and rendering then. No UVs or baking so far. A WIP. Just procedural shaders, just a preview.


Posted Image

Posted Image

Posted Image

And a clay render
Posted Image
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#31 chingchong

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Posted 22 August 2012 - 11:40 PM

unique, i like the expressions. makes me wonder at what they are staring.

#32 michalis

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Posted 23 August 2012 - 01:50 AM

@chingchong
Thank you.
what are they saying...
A scene, after a funeral.
Speak low, for not attracting the attention of the gods. Hubris.
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#33 chingchong

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Posted 23 August 2012 - 10:41 AM

actually i enjoy your sculpts, because they are not monster-creatures for the umptheenth time you can find everywhere :).

#34 michalis

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Posted 23 August 2012 - 11:49 AM

Yeah,
these are my monsters.
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#35 michalis

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Posted 28 August 2012 - 01:54 PM

Back to my usual studies. Another grecoroman style head.
This is sculpted in zbrush and quickly painted in 3dcoat.
Two displacement maps in use (baked in zb). One for the four subd levels and a second one, baked at this subd level, used as bumps.
And, a third bump map exported from 3dc. Also a dirt map. All mixed and rendered in cycles.

Posted Image
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#36 Britain

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Posted 29 August 2012 - 07:45 PM

Amazing...how do you pick your subjects?

#37 michalis

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Posted 29 August 2012 - 10:23 PM

Thanks.
I did a lot studies on such subjects in the past.
Now, just from memory. Or just imagining. The style comes from many sources. A good one is terracottas found in egypt.
Egypt was always the source for many things in art.
Here for instance, a roman statue of Isis lactans... before the birth of christ...

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  • Musee_Pio_Clementino-Isis_lactans.jpg

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#38 Garagarape

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Posted 30 August 2012 - 12:23 AM

Nice pieces, as always.
I like the two old people.
The grand Ma's expression is great.
It is a statue, but I feel there's something alive around the eyes.

#39 Slipping_Through_07

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Posted 02 October 2012 - 10:47 PM

OUTSTANDING! Nice work as usual Michalis! :D
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#40 michalis

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Posted 09 October 2012 - 08:05 PM

@Slipping_Through_07 @Garagarape
Thank you.
I post this new one here, though not a 3dc project yet.
A blender only sculpt, but I like my antiqBronze cycles shader. It's procedural, and I can have fast render previews as I sculpt on this material. Under a physically correct pathtracer like cycles.
3dcoat has a nice renderer too. Not that good but I like it. On the contrary, zbrush provides a renderer that lies. So nice details that don't even exist under a decent render engine.
New blender sculpting has some nice tools, well organized, 3dc devs should pay some attention on this.

Posted Image

For all blender users, here's a blend file (suzanne) with this shader, plus a decimated texture.
It's for the new blender 2.64 (download it, official). Please, if you see a pink color, re-assign the included texture)
AntiqBronze shader blend file
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