Desert

Started by Dune, July 25, 2013, 11:26:27 AM

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Dune

I'm not very creative with my title I'm afraid. Three vdisp maps used. The 'problem' with Mudbox is that if you pull out a shape, it's decreasing in number of vertices. I tried to import a shape with different levels of 'highpolyness', but that doesn't work. Time for some more exploration.

pfrancke

I am liking sculpted rock more and more...  very cool work.

j meyer

Nice Sphinxes!
Does mudbox actually decimate the number of vertices of the object?
Like your object has 25000 verts and when you pull up an area the whole
object has a lower vert count?

rcallicotte

Quite nice.  Inspires me to explore it.
So this is Disney World.  Can we live here?

Dune

No, it doesn't really decimate, but if you pull a few vertices out, the area these vertices cover get larger, so the detail gets less. You can subdivide it all, but the non displaced vertices get subdivided too and it gets heavy.

Walli


j meyer

Ok,than this is what has been referred to as stretching in the other thread.
There's not much you can do about that,because subdividing locally would change
your topology and unless you can use 2 really different models in mudbox to generate
the VD map you have to live with that.
Or you can try using a modified plane like in my example.That doesn't get rid of the waste
of polygons on the non displaced parts,but gives you better (less stretched) results
in the sculpt area.

pfrancke

I wonder if the workflow can be reversed...  that is, build up a nice sculpt, get it to where you want it, and then flatten it somehow.

Dune

These are both good ideas; the modified plane and reversing. Please keep on experimenting. I will!

DannyG

New World Digital Art
NwdaGroup.com
Media: facebook|Twitter|Instagram

ADE


TheBadger

It has been eaten.

j meyer

As for reversing: if you would do that you would probably end up with overlapping
geometry and UVs and that' a no go.
When you think about it you'll find that the projection method I mentioned in the other
thread is the way to go here.Mudbox should have something similar,no?

Some other methods worth trying were described or hinted at by chris_x422 over
there,too.
Keep them coming!

Dune

You can reverse the green (Y), so to have a cave instead of a bulge.

j meyer

Ooops,pardon me,I was talking about reversing the workflow as suggested by pfrancke.
Sorry.