1. #706
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    Thank you LVXIFER, too kind comments.
    Dman3d, thank you, it's the new cycles SSS implementation.
    @3mm, thank you, are you interested on cycles nodes setup? If so, you can download the marble blend file with the default cube, texture included.
    As for lighting, four lights are in use + a hdri.

  2. #707
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    michalis, wow the medusa, what an interpretation! love it...
    my fun with zbrush thread, my homepage riolama, and my zbrush blog

  3. #708
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    Thank you doris,
    To tell the truth, it's the second posted image that exited me. There's some potential on this workaround.
    After all, I'm a bit tired from all this photorealistic approach.
    "Fashion is a form of ugliness so intolerable that we have to alter it every six months."
    Oscar Wilde
    Last edited by michalis; 05-07-13 at 04:18 AM.

  4. #709
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    I insist on this workaround.
    More JK style results then,
    What these have to do in a museum scene, dedicated thread? Well, JK's artwork should be in a museum if not already.
    Last edited by michalis; 05-07-13 at 12:06 PM.

  5. #710
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    hi , never tried the posterize/comic render which are the settings? i'd like to test it just for fun..yours is really cool

  6. #711
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    LVXIFER
    I know you love huge printed outputs.
    Such works can be traced and converted to vector graphics. (AI)
    The basic idea is to bake an AO map or/and a cavity map of a relief-panel and use this map on a UV editor. Then, a shadeless pass can provide all the ink like work.
    It's very friendly for animations too. If combined with toon shaders, or better with apps like freestyle/blender, well, many possible ways then.
    What I have in mind is to bombard all the walls of a room. Like gigantic frescos.
    BTW, these are rendered in blender / freestyle (toon renderer)
    Last edited by michalis; 05-07-13 at 12:53 PM.

  7. #712
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    Quote Originally Posted by michalis View Post
    LVXIFER
    I know you love huge printed outputs.
    Such works can be traced and converted to vector graphics. (AI)
    The basic idea is to bake an AO map or/and a cavity map of a relief-panel and use this map on a UV editor. Then, a shadeless pass can provide all the ink like work.
    It's very friendly for animations too. If combined with toon shaders, or better with apps like freestyle/blender, well, many possible ways then.
    What I have in mind is to bombard all the walls of a room. Like gigantic frescos.
    BTW, these are rendered in blender / freestyle (toon renderer)
    ah thx for the tips i thought it was the posterize render in zbrush

  8. #713
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    Still, posterize render can serve well, baking such maps. Right?

  9. #714
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    More sculpting, more patinas, in zbrush. After retopology, UVs etc. Rendered in cycles as usual.
    Last edited by michalis; 05-10-13 at 02:32 PM.

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    once again, impressive. love the red tint on the snakes ...
    my fun with zbrush thread, my homepage riolama, and my zbrush blog

  11. #716
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    Thanks Doris.
    I first thought that all the zbrush detailed work was lost, eaten under SSS. In fact some of this work made in blender, on multires.
    Zbrush was able to reconstruct subdivisions, (I love this), and did a lot more more. +painting-tints, cavity masks etc. Now I change my mind. All these are here, they just are as visible as they should be. The basics, the abstract part, the clean forms is all that matters and what an SSS marble basically presents.

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    An amazing feeling - real marble!
    Errare humanum est, stultum est in errore perseverare. (Marcus Tullius Cicero)
    PORTFOLIO

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    Thank you Lexxx too kind of you.

  14. #719
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    Here I am, no free time there days.
    However, I had to test and have lot of fun with the awesome r6

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    Quote Originally Posted by michalis View Post
    Here I am, no free time there days.
    However, I had to test and have lot of fun with the awesome r6
    That is awesome!!! How on earth do you guys make that stuff?

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