1. #916
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    Thank you Lexxx, pfc, patpotlood and…
    welcome back mealea

    Working in zbrush or blender doesn't make much difference to me.
    SImilar principles.
    Anyway another one, this completely in zbrush (except the maps, these have been baked in blender. I can't find a way to bake a decent AO map in zbrush. Any ideas?)

  2. #917
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    good job and nice
    congratulations
    IDEAS?
    many, ... but abstract
    a hug

  3. #918
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    IDEAS?
    many, ... but abstract

    Right.
    How to bake decent AO maps in zbrush? This is the question.

  4. #919
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    A slightly different approach on loops.
    (maps - baked panels by using the wonderful insert brush of @thepriest)

  5. #920
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    do not know
    Nor indecent AO
    lovely lovely texture and structure
    congratulations

  6. #921
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    Thank you PFC
    Trying for a little less predictable results.
    Not quite there…

  7. #922
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    The ancient and the modern Will you bring them together?
    ......Nobody tries to be lah-di-dah or uppity--There's a cup-o'-tea for all.

  8. #923
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    again a somewhat other direction.

    great stuff.

    grtz p

  9. #924
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    Thank you
    @boozy floozie
    @Patpodlood
    The ancient and modern together… difficult. I feel like a grave robber.
    Well, the same scene as before, different maps.
    Testing an automated process to generate such maps.


  10. #925
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    very nice.
    i love the materials.

    grtz p

  11. #926
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    i reallyyyy love the last two..what about polygons number, materials and rendering? great work!

  12. #927
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    Thank you patpotlood,
    Thanks Daniele
    This "reverse" engineering is based on low poly base meshes, so it's easy to export it.
    ~50 k mesh, imported and subdivided on the cycles (blender) renderer. ~12 millions faces (it took 2 mins for a 2000 px render)
    Fast dynamesh sculpting (booleans etc), z remeher. Now I have nice loops, I can select them, separate them, extrude and UV them. Subdivide and preview displacement (not apply it)
    Ready for exporting. Additional edits in blender UV editor, multires and apply subdivisions, some more blender sculpting.
    Here a 1/2 hour doodling, an artifact, same workflow.


  13. #928

  14. #929
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    An attempt for low poly exporting
    Here rendered at ~80k, though it looks decent at ~20k already.
    Pre baked displ, normal and AO maps. In this case, unwrapped via blender UV editor. (I can't handle well normal maps under ZB UVs)


  15. #930
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    Ultra Realisms or Realizations of the Unreal.......Beautiful works and renders Michalis...

    Glenn

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