1. #16
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    Thank you!

  2. #17
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    Wow thanks for sharing, I'm learning blender right now, to jump out from max i can see how a piece of software can be driven to results like yours with experience.

    Great work!
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  3. #18
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    Archaic like head, no reference for this one. I was just trying to figure out why ancient greek sculpture is so stylistic. I think they had in mind casted shadows under a bright sun.
    Sculptris, a little zbrushing (subdivided, smoothed and painted) BPR (I turned on the smoothing render option)

    ku2.jpg

  4. #19
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    Fast 1/2 hour sculptrissing this morning, lol
    Zb for BPR only, 2 passes, enabling the render smoothing parameters. Ps for dof-vignette-overlay.

    kk1.jpg

  5. #20
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    More doodles, more nonsenses.
    Lot of fun anyway.

    this, after a tut about zbrush and ornaments. I just reconstructed it in blender, took 10 min, but I have a perfect topology and UVs. Ridiculous head - the missing link- in sculptris. BPR
    mSolidify.jpg

    Testing meshmixer, I found impossible to directly import it in sculptris (more than two vertices... blah blah) but zb could still import it and I had to re-mesh it. Decimation master wasn't able to clean the mesh mess.
    BPR two passes.
    meshmix.jpg

  6. #21
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    Sorry if i was missing something but i couldn't find which render are you using... Could you share which material and render are you using for these? thanks a lot
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  7. #22
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    love the Ridiculous head michalis ...
    and very nice BPR renders.
    Out beyond the ideas of right-doing or wrong-doing there is a field,... I'll meet you there.
    Jelaluddin Rumi

  8. #23
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    thanks cgmodeler, CaptainNemo
    Renderer? On these, mostly BestPreviewRender = BPR of zbrush. Alternatively Blender-cycles. I love this last one, I'll probably rerender some of these using this excellent software. Meaning I have to retopo these so to transfer cavity and displacement information. To simulate the excellent shader of zbrush.

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    Thumbs up Very nice

    really good work.

  10. #25
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    Thank you nicksc
    I worked on this, Sc only ~350k, just rendered in Zb BPR. I'll probably go further, retopo, painting hi frequency details etc in zb.

    pth1.jpg

  11. #26
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    Hi Michalis

    Excellent thread, and also very usefull...Congrats..
    Also thank you for taking the time to combine, explore,experiment, and share your results..Beautiful works...I especially have a good feeling for the one in post #12..It's a great work..

    Keep Inspired and Inspiring..

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    Hey Michalis,

    I think your last one came together a lot more nicely than your first attempt. Its more realistic yet still hints of a very renaissance (to me) flavor. I am seeing a lot of different styles in your thread. From goth to classical to tribal. Very nice
    They say time is the fire in which we burn. Quick! Someone get a fire extinguisher!

  13. #28
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    Thank you SD, Tartan

    A retopology test using 3DCoat:
    Merged as voxels ~10M. Everything fine and crisp details so far (same as the original Sculptris mesh).
    Autoretopo (using loops and some fixes), UVs (manually)
    Baked in MicroVertex 3DCoat mode
    Exported as hi density mesh to zbrush.
    Reconstructed subs. Fine but these's a significant lose of crispness.

    Another one:
    just exported the retopo cage+UVs.
    Subdivided and Reprojected it on the original sculptris mesh in Zb.
    A perfect capture of crispness.

    But
    These two methods captured all these tri artifacts of dynamic tessellation-sculptris. This is an issue, isn't it? I have to smooth and resculpt now.


    BTW I opened the mouth just to help retopology, I'll close it later LOL

    aTest.jpg

    The retopo cage
    aTestcage.jpg
    Last edited by michalis; 07-15-11 at 10:25 AM.

  14. #29
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    Second one look much crisper indeed. About triangular mesh hard edges, what if you put it through your old method- > in zbrush tris to quads and then subdividing should smooth triangulated mesh. Also you could try:
    - masks cavity
    - relax mesh
    Crisp details should prevail, because they should be masked in step 1.
    I think there is also special smooth brush in zbrush that is good for smoothing only small detail that preserves valleys.

  15. #30
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    Turning Symmetry On-Off, using global grab tool, rotate tool [G] [R], see captures. As many holes you like. Only the num of holes counts, topologically speaking, you can remesh [reduce tool +-] then and have a great base for sculptris.

    threeHolesTut.jpg
    Last edited by michalis; 07-16-11 at 04:00 AM.

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