Sculpting Problem???

Hello,

I’m trying to model a dinosaur skeleton head from a sketch someone gave me. The model is UV unwrapped and box modeled okay. The problem I have is the detailing. I used two methods which hasn’t worked. I am having problems with method 2.

I am getting a weird displacement although the uv map seems to be okay. I’m lost as to resolve this because after I finished the displacement layers modifiers. I was going manually go back and sculpt without dynamic topology keeping the detail and the uv map.

Vivienne

Images

  1. Render in Cycles using Displacement Modifier
  2. Render in Cycles with Gradient Texture
  3. Render in Blender Internal with Texture Test

Method 1

  1. After box modelling and uv unwarping
  2. Sculpt the model with dynamic sculpting.

Problem I lose the uv unwarping and vertices counts increase dramatically. The level of detail I want might not be feasible for this method because I am not good with sculpting.

Method 2

  1. After box modelling and uv unwarping.
  2. Subdivision modifier keeping the uv map and then triangulate modifier keeping UV map. Seems to work!
  3. Use the decimate modifer to add layers of levels.

Attachments




I’m not sure if I grasp the actual problem. Is it that you get weird displacement or that you can’t sculpt it well?

Since you already have it modeled and UV unwrapped, you should use multiresolution modifier for sculpting. Could also use it before displacement modifier to add geometry.
But before any of that, should check the object scale and that the mesh is clean (doubles, normals).

Idea 1
I tried that and multiresolution usually add extra geometry not in desired areas.

Idea 2
That is the first picture. If you see the third one it a actual texture that is used for the first image. The displace modifier doesn’t seem to work. (Unless there is something I don’t know or missing).

That’s the main problem.

Idea 3 or note
The mesh is completely clean and no doubles.

I will post a picture of my goal.

This is hopefully my goal or close to it if I used layed displacement textures.

Attachments


Weird displacement to answer the question. The texture is set to coordinate uv map and the modifier set to uv map also and direction Normal.

If I was able to do two or three layers of it I could get close to the above, then sculpt areas thats odd around the seam lines.

Displace moves the actual geometry. It can’t work without adding (a lot of) geometry.
If you make it like that for a duplicate, you could then bake that detail to a normal map and have it on the low poly version.


Right cube: high poly version with multiresolution, displace modifier that uses a voronoi texture
Left cube: low poly, UV mapped, detail baked to a normal map. Bake panel on the bottom right. Uses the baked texture in the viewport.

Edit: here is the .blend file. Uncheck simplify under the scene settings, that enables multiresolution subdivision levels and the total poly count is 400k.
cube_displacement_ja12.blend (1.4 MB)

Thanks. This is actually the direction I was going with the displacement modifier. I noticed because the quads wasn’t even. The texture was not displaced correctly so I addded a little more geometry.

I’m attaching what I have, the model has a multiresolution modifier at 1 with two displacement modifier then a subdvision at 1. It leaves the mesh at 2 million vert’s which my computer was able to render with the GPU in 10 mins. I’m going see if I can push it a little more.

As for the texture, I can go back and paint it to blend better,


I rerendered it with multires set to 2.

Attachments


the displacement modifier was over the subsurf (multires) modifier. i dont know if it is still that way, but you should put the displacement modifier under all the subsurf & multires modifer, so you have more geometry for the displacement.

That seems backwards. The multires modifier created more geometry(at level 1 its 2 million vertices, and level 2 its 8 million vertices) for the displacement which i have set. I am able to push the displacement a little bit more but I started at a base level. I did a subsurf modifier as the last one also for geometry and some smoothness.