Sculpting with UVs and displacements.

tungee displacment looks a little more organic,very nice

Indeed.
Because he, accidentally, moved a vertex on the model. This is the good way. After applying all this stuff, move some vertices of the low poly base a little.

This time, i marked ALL edges as seam!

I’m not sure if I made it clear on my tutorial. THIS is a good start.
I use follow active mode only after this. To join three four faces at once. Don’t use it on T or L like islands. Only on straight lined quads. Subdivide the mesh on a lot of simple islands, it helps on this painting like method.

What i observed until now:
If you have a basemesh with for example 7 Subdivisions and increase this too 8Subd, blender could freeze…
So you think blender is on limit; yes with this object its right, not more than 7
subdv is possible…
But if you have 2 second basemeshes with also 7 Subdv too…
You can work further…
Conclusion:
1 basemesh with 8 Subdv could crash or freeze blender… so 7subdv is max…
But 2 meshes with 7 subdv (14subdv) doesnt freeze Blender :wink:
It hardly depends on your basemesh and on your hardware… This was only an example…

HEy, Michalis this will be the next step!
No i didnt pushed a vertex accidentaly; because i isolated all faces in the Uv editor, this was a backpart of the model…

It wasn’t you, my mistake, it was Sdados who accidentally did a nice distortion. Sorry.
About blender RAM consumption issues:
Weird things…
For instance, if you come with a heavily subdivided mesh, adding a displace modifier… hit render. If this freezes blender, if you have to wait a long time (listening your hard drive working, working, OS is opening a huge scratch/VM file -you’re out of ram obviously) just wait. Blender will parse all the data into cycles and rendering will start. When your hard drive stops, you’ll see cycles will start running as a thunder. So, it’s not cycles the cause of this. (BTW OSX is a Great, Stable, UnixBSD based OS)
Solution. Save your work. Apply the modifiers one by one. Then ask for rendering. It runs like hell.
What can I say, except that, someone should have a serious look on the core of blender.

Yes i agree, freeze is not freeze…
It just takes abnormal long to start Cycles…

The stretching is barely noticeable. If the object will be rotating or moving then it will be almost fine. Really great look BTW!

Daedalus.
This one in five mins.
https://dl.dropbox.com/u/24090090/dedalus.jpg

hey michalis, thanks on this fine tut!
you’ve got some cool stuff going there.

I gave a test on a relatively quickly modelled low poly blocky warship
http://i.imgur.com/C78KA.jpg

And testing with my simple and small displace :

Looks like the smaller (and so less complex) the displace pattern is the less high you need to go in the subsurf levels to obtain a not-ugly result.

Hiyas michalis,
First off, I’ve always been a big fan of your work, amazing stuff your cranking out :slight_smile:
Awesome tutorial my friend, this render is with your displace map that I applied to a torus knot.
It’s gonna be a blast to see how far we can push these with different maps and objects to the extreme.

Cheers,
~Tung


Played a bit with the new symmetrize function from recent builds and my blocky lowpoly warship
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.65/Mesh_Modeling

I obtained a blocky cargo ship :slight_smile:
http://i.imgur.com/4G4RF.jpg

And playing with the displace+bump trick and the uv
http://i.imgur.com/xQc0B.jpg

A pity i can’t get too high with the subsurf to get nicer displace, as it makes Blender Internal consuming way too much memory during rendering and so lead only into crashing

Wow, that’s a really great technique thanks for the mini tutorial!

I tried in vain to make this as nice as yours, but besides the lack of skill my computer cant handle any more polygons so the displacement isn’t that great.


I’ll try this again in a few weeks when I receive my new beastly computer.

I love this thread.

I managed to push my computer a little farther; the extra level of subsurf really helps.

This is using 2 different displacement modifiers: one positive, and one negative. Having both really adds a lot of detail.

http://img842.imageshack.us/img842/2046/scifitest.png

@tungerz
WOW, this is all about it. Sculpt using the UV editor.
So bizarre that it is based on my posted map.
@Sanctuary
The second looks much better. You can mix a second displ map as bumps only. Something with more lines to add high freq detailed look. And make this second bump strong.
@Jonathan L
welcome to the club.
Start playing with follow active quads “groups”. Avoid T, L, E, H, islands. In fact only I or - can serve well.
And O can serve but this gonna be my next post. I hope these all don’t sound cryptic LOL.

Using loops / follow active quads.
https://dl.dropbox.com/u/24090090/spAlLoops1.jpg

I took on the tedious task of making my own panel. Im not completely done with the small details, but I did a test with it. Considering I cant quite grasp the unwrapping of a detailed object, I stuck with a simple object.
http://www.richardsphoto.com/images/forums/halo_ring_test.jpg

Considering I cant quite grasp the unwrapping of a detailed object, I stuck with a simple object.

What detailed object? We all posted only donuts and boxes. Or 20 faces box modeling.
A fine opportunity (for me at least) to learn UV editor a bit more. And, I love this feature.
Making the panel:
1/3 grids 1/3 wires 1/3 boxes. LOL
Horizontal or vertical ONLY. Curves will be done via loops (topology)

I tried detailing an object instead of placing the displacement over the whole object. I got the ship off blendswap.


My UV’s suck so sorry about that! The texture really throws off the effect I was going for, but oh well. Michalis, this is really addicting!

It’s indeed addicting :smiley:

Playing with an old multires sculpt of mine and quickly unwrapping the base to take advantage of the uv/displace/bump trick
http://i.imgur.com/NHhwN.jpg