AgentSmith opened this issue on Oct 29, 2005 ยท 27 posts
AgentSmith posted Sat, 29 October 2005 at 5:15 AM
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RodsArt posted Sat, 29 October 2005 at 5:36 AM
You'll need an Anti-Grav Scooper. Umm...it really does look cool though.
___
Ockham's razor- It's that simple
danamo posted Sat, 29 October 2005 at 5:59 AM
Actually, it's a fossil found in a Martian oil deposit,(Ooops, I wasn't sposta tell!) Now I hav'ta disappear again for a while. I agree, it does look cool, but your usual great, complex texture really make the detail stand out.
AgentSmith posted Sat, 29 October 2005 at 6:39 AM
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Rochr posted Sat, 29 October 2005 at 7:05 AM
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. :)
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AgentSmith posted Sat, 29 October 2005 at 7:32 AM
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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TheBryster posted Sat, 29 October 2005 at 8:46 AM
Eroded meteor? Rotting lump of wood. Fosilised dinosaur molar?
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Incarnadine posted Sat, 29 October 2005 at 10:29 AM
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!
AgentSmith posted Sat, 29 October 2005 at 10:49 AM
Sub-pixel displacement is the only way to go, imo. AS
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foleypro posted Sat, 29 October 2005 at 10:57 AM
Zbrush2 rocks ass... I have seen the updates on the FREE upgrade for existing owners that you will be able to handle 10 million Polys in Zbrush2... I have been checking out the scripts these folks are writing and they are spectacular... Zbrush central is the Place to be... We wants Bryce6....
Incarnadine posted Sat, 29 October 2005 at 10:57 AM
Hey AS, I love it myself in C4D. Only thing is with GI/Radiosity it can slow things a bit (ok bigtime, sometimes) in the render. It does keep the model smaller though.
Pass no temptation lightly by, for one never knows when it may pass again!
FranOnTheEdge posted Sat, 29 October 2005 at 11:02 AM
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...
Measure
your mind's height
by the shade it casts.
Robert Browning (Paracelsus)
bandolin posted Sat, 29 October 2005 at 11:04 AM
Anyone know a paleo-excrementolist?
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Erlik posted Sat, 29 October 2005 at 11:05 AM
If it were smoothed further, I'd say it was a carved piece of wood. :-)
-- erlik
AgentSmith posted Sat, 29 October 2005 at 11:16 AM
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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Incarnadine posted Sat, 29 October 2005 at 11:21 AM
The re-inflation occured in Zbrush or another app? You got me curious.
Pass no temptation lightly by, for one never knows when it may pass again!
AgentSmith posted Sat, 29 October 2005 at 11:24 AM
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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AgentSmith posted Sat, 29 October 2005 at 11:28 AM
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Incarnadine posted Sat, 29 October 2005 at 11:30 AM
Ah, ok. Both C4D's advanced render module and FinalRender (plugin render engine) have support for that. At render time it performs a virtual subdivision of the low poly object to allow it to handle the map detail.
Pass no temptation lightly by, for one never knows when it may pass again!
Erlik posted Sat, 29 October 2005 at 11:51 AM
And how long that takes?
-- erlik
TwistedBolt posted Sat, 29 October 2005 at 1:07 PM
^^Still faster than a normal bryce render.
I eat babies.
Erlik posted Sat, 29 October 2005 at 1:52 PM
If that is ten hours like the last one I made in Cinema, no, it's not faster than a normal Bryce render. :-P
-- erlik
pakled posted Sat, 29 October 2005 at 2:24 PM
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..;)
FranOnTheEdge posted Sat, 29 October 2005 at 11:05 PM
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)
AgentSmith posted Sun, 30 October 2005 at 1:15 AM
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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AgentSmith posted Sun, 30 October 2005 at 1:18 AM
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AgentSmith posted Sun, 30 October 2005 at 1:23 AM
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