corinthian order

corinthian order

Postby michaliszissiou » Sun Oct 31, 2010 3:18 pm

Here testing my new workflow. And having fun of course.
Basic structure and some ornaments in SU, dropped them to 3DCoat.
I used a capital model from 3dwh but it was too heavy (60k faces) and problematic topology.
As 3DCoat turns everything to voxels I could perform or the magic booleans and sculpture.
Re-topology then, UVs and baking textures, normal maps and some AO (for dirt)
Imported and rendered in blender internal (3d trees also in blender)
I may write a new tutorial about these, as 3dcoat is a fine instrument of art and eliminates all topological problems of SU. It also exports a very low poly mesh in the end. I didn't re imported to SU (easy to do) because I like Blender internal renderer. I could also import the obj directly to thea but I dont have any idea how it works. :lol:

blender render
mmcolor.jpg


How it looks in 3DCoat after dropping and some sculpture.
corinthian_roman_order.jpg
0
Last edited by michaliszissiou on Mon Nov 01, 2010 2:39 pm, edited 2 times in total.
User avatar
michaliszissiou 
 

Re: corinthian order

Postby sepo » Sun Oct 31, 2010 3:54 pm

Great looking model.
0

sepo 
 

Re: corinthian order

Postby numbthumb » Sun Oct 31, 2010 4:10 pm

michaliszissiou wrote:I may write a new tutorial about these, as 3dcoat is a fine instrument of art and eliminates all topological problems of SU. It also exports a very low poly mesh in the end.

Please do so.
BTW, beautiful work as usual.
0
Comfortably numb...
User avatar
numbthumb 
Top SketchUcator
 

Re: corinthian order

Postby majid » Sun Oct 31, 2010 5:59 pm

geart , as always.
0
My V-Ray book for architects: https://goo.gl/cz1oRc
User avatar
majid 
Top SketchUcator
 

Re: corinthian order

Postby michaliszissiou » Sun Oct 31, 2010 7:05 pm

Thanks sid, numbthumb, majid.
What I gain here is the use of SU again. With all this wonderful UI but not the bad topology export. The tutorial will be simple. Its all about closed (waterproof) volumes, non manifolds free. Then it will be a simple 3dc tut though there're some great already. Textures will be applied or even better painted in 3dc in any case. Superior app on this.
There's a heavy use of normal maps on this render. Most details are painted as normal maps directly on model like sculpturing (3DC)
0
User avatar
michaliszissiou 
 

Re: corinthian order

Postby numbthumb » Sun Oct 31, 2010 7:37 pm

Being intrigued by these topology issues ( see my pathetic little post here viewtopic.php?f=79&t=31868 ) I will certainly be following this with great interest.
Cheers!
0
Comfortably numb...
User avatar
numbthumb 
Top SketchUcator
 

Re: corinthian order

Postby michaliszissiou » Sun Oct 31, 2010 11:19 pm

@numbthumb
My wish was, give me an edge loop tool for SU. Give me quads not tri only.
It seems that you perfectly understand the problem.
This voxel thing may be a solution. What is fantastic is the unlimited way to perform boolean operations. To have solid UVs. Now SU exports UVs but what UVs? Every, I said every triangular is an island!!!

Most people here don't understand this issue with topology. Most people here asking for a renderer with displacement capabilities. Probably they don't know what this means. Just try to subdivide SU topology. An arc opening on a wall. Imagine the topology after 4th subdivision. :o
0
User avatar
michaliszissiou 
 

Re: corinthian order

Postby michaliszissiou » Mon Nov 01, 2010 3:26 pm

A b&w version.
0
User avatar
michaliszissiou 
 

Re: corinthian order

Postby ken28875 » Mon Nov 01, 2010 8:09 pm

Awsome, Michalis! :thumb: :thumb:

Have a nice week,

_KN
0
Follow Your Dreams.
User avatar
ken28875 
 

Re: corinthian order

Postby ivanscotti » Mon Nov 01, 2010 10:24 pm

:o In all honesty, i did not understand how you've done to model this masterpiece, but the result is truly incredible.
Excellent work! :thumb:

ivan ;)
0
_____________________________________________
"With great power comes great responsibility".
Spiderman

my website: http://www.area63.it

ivanscotti 
 

Re: corinthian order

Postby kev_N » Tue Nov 02, 2010 1:25 am

Lovely stuff, and blender is a good tool isnt it :). Spec to get 3Ds models out of the sketchup free as it reads the only free export. And i agree the internal rendering in blender is good. Try Yafaray also, seems to give some good result after looking it up, i had that before i updated to windows 7. Just have to re download it.

Such a nice full feel to this.


Kev
0
Last edited by kev_N on Tue Nov 02, 2010 1:31 am, edited 1 time in total.

kev_N 
 

Re: corinthian order

Postby Prisoner » Tue Nov 02, 2010 1:26 am

Impressive level of detail :thumb: Great job. I'd be very interested in your SU/3dc tutorial.
0

Prisoner 
 

Re: corinthian order

Postby michaliszissiou » Tue Nov 02, 2010 12:06 pm

@ken28875, thanks ken. I had your modeling skills in mind when doing this. You may find interesting the su to 3dc pass.
@ivanscotti, thank you
@kev_N, I used normal maps heavily here. So Yafaray isn't good, is not supporting normal maps, whatever they claim. If you managed to do this please inform me. In most cases yafa produces an ugly bump from normals. Major bug.
The Blender internal is advanced enough (particle systems etc) but not a choice for archi presentations. Non, or -recent builds- not the best GI. It has good SSS though, good for skins, portraits. And fast for animations. Real time PP via nodes -this is perfect.
To import SU meshes to blender is easy (SU 6 only, sorry). And this is what I do, so to clean some non manifolds and double vertices if any. To convert collada 1.4 to obj of course. (SUpro has an obj exporter). Its not about blender though, its about to drop this obj to voxels room of 3DC. A new topology now and this is my point.
@prisoner, thanks man.
Another use of 3DC is to import the obj mesh for UVs and painting textures only.

SU should have decent obj importer-exporter. The free version I mean.
SU should have a loop-cut tool.
It doesn't because is a 'triangular based' modeler only. This is the secret. (this isn't true but its the only way Su translates geometry in the end)
0
User avatar
michaliszissiou 
 

Re: corinthian order

Postby pilou » Tue Nov 02, 2010 1:28 pm

Funny order of architectural's orders :fro:
All are waiting the new tutorial! :enlight: :fro:
0
Last edited by pilou on Tue Nov 02, 2010 4:58 pm, edited 1 time in total.
Frenchy Pilou
Is beautiful that please without concept!
Speedy Galerie
User avatar
pilou 
Top SketchUcator
 

Re: corinthian order

Postby notareal » Tue Nov 02, 2010 2:24 pm

michaliszissiou wrote: I could also import the obj directly to thea but I dont have any idea how it works. :lol:

Another masterpiece! No doubt I loved to see these rendered with Thea... just be careful, once you give it a try - you might get addicted. :twisted: For blender users there is well integrated blender exporter (with a tutorial inside the exporter distribution pack), so you don't necessarily need to do much in Thea.
0
Welcome to try Thea Render, Thea support | kerkythea.net -team member

notareal 
Thea Render Support
Thea Render Support
 

Re: corinthian order

Postby michaliszissiou » Tue Nov 02, 2010 6:02 pm

@pilou
Funny order of architectural's orders

Right pilou, tu avais raison.
@notareal
Addicted? always, especially in good taste.
BTW this blender exporter has some bugs. Easy for me to directly import obj to thea.
0
User avatar
michaliszissiou 
 

Re: corinthian order

Postby notareal » Tue Nov 02, 2010 7:23 pm

Sure .obj do work fine, although not as convenient as use of exporter. One important issue to keep in mind with .obj import; when you look Thea ground grid, a small cell is 1x1 meters. It helps you to keep scene in correct scale. Without a correct scale your results will not be as good as they can.
btw have you reported those bug's to grzybu at http://www.thearender.com/forum/viewforum.php?f=71
I am not much a blender user - learning bit by bit. :oops:
0
Welcome to try Thea Render, Thea support | kerkythea.net -team member

notareal 
Thea Render Support
Thea Render Support
 

Re: corinthian order

Postby Karlfucious » Fri Nov 05, 2010 6:28 pm

Are the columns you are using the ones I did? If so I am glad they are getting put to good use. Very nice work.
0

Karlfucious 
 

Re: corinthian order

Postby michaliszissiou » Fri Nov 05, 2010 8:31 pm

Oh yes, I couldn't remember, of course its yours (the capital only), corbel is may sculpt in 3dc. Columns are mine too but not big deal.
It looks like roman (diocletian baths- Maria degli Angeli)? The problem is that its a over 100K faces model, it also has a non friendly topology for some apps (zbrush, 3DCoat. these apps prefer waterproof meshes) Probably lot of non manifolds. Common problem. what I did? I wrapped a hi def quad mesh around and imported this last as voxels to 3dcoat. Then resculpted some details fast, not accurate. Ended as an 6K faces light mesh with nice UVs and normal map. You have done a very accurate work :thumb: , I was looking now the ionic capital too. I may use this too, this time some modifications for the corner capital.
All these aren't too accurate of course, its a background for a scene I'm working on. Thats why I didn't import them in SU again, this gonna be heavy, the object in front I mean.
0
User avatar
michaliszissiou 
 

Re: corinthian order

Postby Karlfucious » Mon Nov 08, 2010 6:39 am

Feel free to use them any way you want. I was just curious how well they worked w/ 3d coat. Ive never tried it. Ive used Zbrush and Mudbox quite a bit but they do not like sketchup meshes at all. In all honesty I'm glad they are getting put to good use. It seems like typical topology (quad models) sketchup doesn't like and vise verse. My only Experience from sketchup to a sculpting app required quite a bit of retopo work for it to even work. This isn't required when you import as voxels in 3d coat?
0

Karlfucious 
 

Re: corinthian order

Postby michaliszissiou » Mon Nov 08, 2010 12:16 pm

As I already mentioned, I used a trick in this case. (wrapping)
I could also just retopo - skin directly in 3DC, but this will take some hour.

In many cases SU obj export can be imported directly to voxels -3dc. As it is translated to vox space, all su topology is a past now.
The problem is when you have non waterproof objects. They have to be closed. Inverted normals don't seem to be a problem. The worst of all is the non manifolds. You have to clean them (in SU) before exporting. Otherwise, I clean them in blender but its not really easier.

After dropped to voxels room of 3DC you can sculpt as much you like but have in mind that in end you'll need to retopo this (if UVS and low-poly mesh is needed)
This corinthian capital (excellent model) was really a PITA. It doesn't have holes but its too complicated and you can find your pc out of memory. Or just import it to low density vox-room and loose all details and deal with some artifacts. Not practical IMO.
You can simply import this capital model just for UVs and direct surface painting in 3DC though (you can't with ZBrush). You can (real time preview) paint normal maps (depth) and even displacement map.
0
User avatar
michaliszissiou 
 

Re: corinthian order

Postby kev_N » Mon Nov 08, 2010 3:37 pm

So in inspired by these images, fantastic, im guessing you work in this industry?
0

kev_N 
 

Re: corinthian order

Postby notareal » Mon Nov 08, 2010 7:46 pm

Very inspiring model, can't wait the final work. Here is some 10 min renders from Thea IR. Original resolution at Thea Render forum.
0
Welcome to try Thea Render, Thea support | kerkythea.net -team member

notareal 
Thea Render Support
Thea Render Support
 

Re: corinthian order

Postby michaliszissiou » Mon Nov 08, 2010 10:10 pm

You should lower the indirect lighting. The Ao as well. Normal maps working perfectly.
0
User avatar
michaliszissiou 
 

Re: corinthian order

Postby notareal » Mon Nov 08, 2010 10:25 pm

Perhaps I need to give this another try.
0
Welcome to try Thea Render, Thea support | kerkythea.net -team member

notareal 
Thea Render Support
Thea Render Support
 

Re: corinthian order

Postby notareal » Mon Nov 08, 2010 11:39 pm

How about this? Used unbiased engine of Thea this time. Relight to balance indirect light from HDR sky and dropped AO (except what been baked in textures). Render time 10 minutes.
0
Welcome to try Thea Render, Thea support | kerkythea.net -team member

notareal 
Thea Render Support
Thea Render Support
 

Re: corinthian order

Postby michaliszissiou » Wed Mar 09, 2011 5:19 am

A more completed scene, blender internal render. 1 min at 2000 px.
Aphrodite sculpted in blender-3dcoat-zbrush. Here at 40k faces + displacement and normal maps.

0
User avatar
michaliszissiou 
 

Re: corinthian order

Postby KarinaGM » Wed Mar 09, 2011 9:56 am

Where is the clap clap clap?
:ecstatic: excelent (as always)
0
"Aquel que sacrifica un poco de libertad por seguridad, no se merece ninguna y terminará perdiendo ambas"

-Benjamín Franklin.

KarinaGM 
 

Re: corinthian order

Postby michaliszissiou » Wed Mar 09, 2011 5:49 pm

Thanks KarinaGM, the clap clap is in the 3dcoat forum :lol:
Well, I used SU for very basic structure + to export the capital and retopo-resculpt it.
Tools like artisan couldn't help at all. Blender, 3dcoat and zbrush are of the best tools around anyway. (for digital sculpting)
0
Last edited by michaliszissiou on Wed Mar 09, 2011 9:06 pm, edited 1 time in total.
User avatar
michaliszissiou 
 

Re: corinthian order

Postby david57 » Wed Mar 09, 2011 6:03 pm

You got a good render there. :thumb:
Oh, I didnt know it was posted in October, I though
it was rendered today, i guess i wasn't around then.
0
User avatar
david57 
 

SketchUcation One-Liner Adverts

by Ad Machine » 5 minutes ago



Ad Machine 
Robot
 

Next


 

Return to Gallery

Who is online

Users browsing this forum: No registered users and 3 guests

Visit our sponsors: