Sculpting with UVs and displacements.

wow!!! michalis i really like those NPR render you make and all your work really nice and well done, and thanks for sharing your knowledge with us…

how all these twists and turns achieved?

by hand?,proportional edit?,some modifier?

really nice,gives me ideas.

Thank you all.
I also posted it in sketchbooks.
This is basically a test of the new z remesher (zbrush 4r6)
I sculpted a low poly dynamesh, twisted the basic forms etc. Auto retopolgy with two three loop guides.
Amazing result. I could edit it further (that makes it amazing)
In blender I could select face loops, duplicate and separate. Solidify then. UVs / follow active etc.
It is around 25k faces. No really need for further sub surf though I did render 400k faces.
The 25 k looks almost the same. I could remove loops, or ask for fewer faces in auto retopology (brush). It won’t look nice though.

thank you :smiley:

Doodling. Click for a 1280 px image

THAT is amazing!
Im looking at your stuff on ZBC as well and Im stunned…
Your cartoon shader stuff is awesome, I can do that in ZBrush but haven’t even bothered trying in Blender yet, too many other things to learn. Actually I like the objects better than the shading but thats just me I suppose.

I just got back to land and discovered that Zbrush had another upgrade, I haven’t got any results yet but I am amazed at the new remeshing stuff too…
I do have some blender stuff though from while I was out:

I did those for you and then left on an insane trip into the world of HORRIBLE WEATHER. It was horrible and fun.
These two pictures enraged Blender and crashed it at some point, I forget what I did it was awhile ago.

I still haven’t figured out the UV stuff, Blender doesn’t like what I do to it it seems.

Welcome back mealea.
With wonderful stuff as always.
Really glad to hear from you. I missed you. really.
Just reminding you, we have a new topic here. Sketchbooks.
BTW, zbrush got an amazing upgrade. The new z remesh, in your hands, I wonder. I expect some great stuff from you. Lot of wonderful loops etc.

Another one.

Wow! Awesome work. You’ve out-Gigered Giger.

Steve S

Loving your work!.. these just keep getting interesting, it never gets old… I love how you’ve refined and continue to explore possibilities on this. You’re a true artist sir!

Of course, to be truly gigeresque it needs to be more penis, labia and ass! but I guess you’re more into your thing!

Not exactly: it needs a meaning, I’d say. :slight_smile:

Hey, thanks
It only demonstrates the new panel maps.
Giger’s work has a meaning, not much to do with me.
It’s this modern version, expressionistic art nouveau style I like in Gs work.
I thought it could be more “friendly” to zb forum users.
Though this technique, this idea, started on zb forum, this method is more suitable to importing exporting workflows.
These last two renders are BPR (ZB render engine). Still, what you see is only bumps and AO cycles maps (targeting a blender modeled panel). On a ~50k base. (subdivided for rendering needs)
Zbrush has an equivalent to “followActiveQuads” UV method, the GroupsUVs. Still, a UV editor is needed to control a few areas.
Waiting for my new wacom (intuos 5 large), so, mouse only works. lol

appeared duplicate. sry

@michalis Thank you very much for this technique! You’re the man!

I was trying to apply this technique on a text logo. It’s quite ok. Im not too much convinced wit the edges of letters :slight_smile: see yourself…

Same panel, different topology. Blender only, this time.

@ michalis
your really hitting home runs with this stuff…:smiley:

Thanks norvman. Try the new uploaded maps. You have to convert them to something like 16 bit tif. It’s in psd format now, sorry.
@pavel, nice, but this method doesn’t work this way. It’s not just displacements, it’s about follow active quads, follow topology. So, in the end, it’s about topology.

Unfolding a sphere.

This last one is like…
The icing on the cake…
Perfection at it’s finest my friend :slight_smile: