Forum Moderators: TheBryster
Bryce F.A.Q (Last Updated: 2025 Jan 23 6:01 pm)
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So whats the polycount on this? The little ive tried in Zbrush, i ended up with a freaky head and a huge number of polygons. Looks like a great rock btw. :)
Rudolf Herczog
Digital Artist
www.rochr.com
I sub-divided it (a sphere) up to 262,148 polys in ZB, and sculpted it at that point. I was able to bring a 65,537 poly version into Bryce, and smooth it out to look decent even with no texture on it. (But, there ARE some rough spots, here and there)
I assume I could take it lower, and help hide rough surface polys with the texture itself.
Of course, if we can ever (one day) have Displacement support in Bryce, I assume I could just apply my ZB displacement map to a regular old 256 poly sphere in Bryce and get the same result.
Ah, I can dream...;o)
AS
Message edited on: 10/29/2005 07:34
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Eroded meteor? Rotting lump of wood. Fosilised dinosaur molar?
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All the Woes of a World by Jonathan Icknield aka The Bryster
And in my final hours - I would cling rather to the tattooed hand of kindness - than the unblemished hand of hate...
256 polys will not map well with a fine detail displacement map (a normal map on the other hand...but that isn't actual displacement). To follow the map well you do need the poly's. Either by subdividing the mesh object or using a type of subpoly displacement system at rendertime. Given bryce is a virtual poly engine, a subpoly displacement system for rendertime might fit the coding quite well.
Pass no temptation lightly by, for one never knows when it may pass again!
Sub-pixel displacement is the only way to go, imo. AS
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Asteroid is the way to go with this, (firmly suppressing the "Alien Turd" idea) all you need are a couple of boosters at the back, a satellite dish or two, couple of small fighters and voila! I'd keep with the first texture, the green looks a bit plasticy - or that green COULD be what you get after a ray gun, BIG ray gun melts your spaceship...
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Foley - I saw ZBrush 2.5 demo-ed at Siggraph (multiple times, as I'm sure you remember, lol). I saw them manipulating a 15 million poly model... As far how many polys you would need in a low poly model, with a displacement attached to it...I'm not sure how low you can go. I DO know the 2.2 million poly ZBrush "sword", is exported out at 138 polys, and with its displacement map, it comes right back to "normal" (so to speak). *Each of the 138 low-res polygons represents 16384 high-res polygons. AS
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Sorry, editing my post... It CAN take place in a nother app that supports Displacement. The displacement map took the 138 polygon sword back up to what the 2.2 million polygon model looked like when it was finished in ZBrush. AS
Message edited on: 10/29/2005 11:26
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"I want to be what I was
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"I want to be what I was
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More useless knowledge..;) It's called a coprilite (which is not a skinny police-person..;) Yeah..asteroid, or with the right texture, could be tumbled-over tree trunk, or even a stalagmite or stalagtite (seen in caves or prison camps in ages past..;)
I wish I'd said that.. The Staircase Wit
anahl nathrak uth vas betude doth yel dyenvey..;)
Now I think about it, that first texture looks awfully like the Riddick door texture. Sort of coppery. Is it the Riddick texture?
If not I want it too!
ggg
Message edited on: 10/29/2005 23:06
Measure
your mind's height
by the shade it casts.
Robert Browning (Paracelsus)
http://franontheedge.blogspot.com/
Nah, not the same texture. Just the same guy making a texture look old, worn, or just brown, lol. It's a real quickie mix of a few human skins layered in photoshop, and then you know the wireframe uvmap you make for objects? (say, from uvmapper) I took that. ran it through a couple of PS filters, and layered it on top of the skins, which is what is making the "veins" look darker. Very quick/messy stuff, actually. AS
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"I want to be what I was
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Contact Me | Gallery |
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"I want to be what I was
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