IMO all the ray traced based renderers will show the same shadow casting, they will all render rim lights correctly. Global illumination adds more realism on lighting. Whatever the differences between vray, kshot and cycles or mentalray, they will all describe how sculpting "catches" the light. I doubt if BPR is a ray tracer. Mealea, if it was, you were not complaining when adding two or three lights, a rim etc.
In the future, when we will be able to sculpt under such real time conditions, this will be a paradise for artists. Till then, only tricks and guesses. At least, preview in zbrush is very good. We can't complain. But, I may complain for the Zcamera, especially when two or three tools are added on a small composition-scene.
Thanks to both of you
Yeah, zbrush only, on this one.
Indeed I do separate basic groups and unwrap them (GUVs mostly). Much better control this way. We can even move these islands on the map, selecting what we like to see there. Not easily as in blender or other UV editor but, we can do it in zbrush alright.
These displaced sculptural forms you're creating are beautiful... the forms remind me of William Latham's fractal adventures with IBM in the late 80's, but with biomechanical/nanotech layers of complexity that takes them to another level altogether!
I can picture these writ large, like Henry Moore sculptures, sentinels watching silently over vast open landscapes
I'm going to have to read up on all your (ZB)UV displacement studies to try and figure this out for my own experimentations
you do very powerful work - the renders would make a heavy metal band weep for joy. I like 789 a lot, because if I understand, I probably know enough to attempt such a render. If I'm thinking right about what you said, a sphere, loop it and save the loops as unique sub-tools, and then just do it again each time saving different loops at different sizes. I'm guessing you did this ten or more times, the composition of it is breathtaking to me. Thank you for sharing how you do these things!
Thank you RawSunlight, I really appreciate it
Thank you pfrancke, BTW #789 is blender - cycles render. You got it right, select loops extrude them as new tools. You can also just paint masks an extrude. Avoid to make them thin, because you gonna use z remesher for nice topology. You can always make them as thin as you like after (smooth brush or deformer smooth). Try to work on low poly as possible because you gonna apply UVs. You will subdivide in the end, when you apply displacements. Most of my posted renders have 2-4 layers-tools, ten are too much. It's the displacements and bumps that make it look complicated. It isn't really.
I tried another one tonight, avoiding games with loops (lol)
Outstanding and Powerful pieces Michalis.....These last few deserve a special room in that museum of yours...The Loopinism Room...First exhibition of it's kind.
Thanks Patpotlood. It is based on lot of references,
Here's a quick setup, just to figure out how it goes. Lot have to be done, a third figure and lot of artifacts around. Before I brake dynamesh mode.
Another BPR.