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Desert
Desert
Started by Dune, July 25, 2013, 11:26:27 AM
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Dune
Fluent in Terragen
Posts: 20,074
Location: Netherlands
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Desert
July 25, 2013, 11:26:27 AM
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.
Gallery
pfrancke
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Posts: 232
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Re: Desert
#1
July 25, 2013, 11:28:47 AM
I am liking sculpted rock more and more... very cool work.
j meyer
1k+ Member
Posts: 2,365
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Re: Desert
#2
July 25, 2013, 12:27:04 PM
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?
http://orkwarts.wordpress.com/
rcallicotte
1k+ Member
Posts: 9,541
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Re: Desert
#3
July 25, 2013, 12:32:11 PM
Quite nice. Inspires me to explore it.
So this is Disney World. Can we live here?
Dune
Fluent in Terragen
Posts: 20,074
Location: Netherlands
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Re: Desert
#4
July 25, 2013, 01:52:45 PM
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.
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Walli
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Posts: 880
Location: Germany
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Re: Desert
#5
July 25, 2013, 01:54:18 PM
very nice work!
Tutorials
http://www.wallis-eck.de/
and objects
http://www.silva3d.com/
j meyer
1k+ Member
Posts: 2,365
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Re: Desert
#6
July 25, 2013, 02:48:42 PM
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.
http://orkwarts.wordpress.com/
pfrancke
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Posts: 232
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Re: Desert
#7
July 25, 2013, 03:08:39 PM
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
Fluent in Terragen
Posts: 20,074
Location: Netherlands
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Re: Desert
#8
July 26, 2013, 03:17:12 AM
These are both good ideas; the modified plane and reversing. Please keep on experimenting. I will!
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DannyG
1k+ Member
Posts: 1,894
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Re: Desert
#9
July 26, 2013, 09:59:42 AM
Nice work
New World Digital Art
NwdaGroup.com
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ADE
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Posts: 255
Location: Wales
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Re: Desert
#10
July 26, 2013, 10:12:45 AM
nice hole
TheBadger
1k+ Member
Posts: 7,400
what's the difference?
Location: North of Hell, but not by much.
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Re: Desert
#11
July 26, 2013, 12:02:51 PM
lol
It has been eaten.
j meyer
1k+ Member
Posts: 2,365
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Re: Desert
#12
July 26, 2013, 01:36:02 PM
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!
http://orkwarts.wordpress.com/
Dune
Fluent in Terragen
Posts: 20,074
Location: Netherlands
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Re: Desert
#13
July 26, 2013, 01:42:29 PM
You can reverse the green (Y), so to have a cave instead of a bulge.
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j meyer
1k+ Member
Posts: 2,365
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Re: Desert
#14
July 26, 2013, 01:48:40 PM
Ooops,pardon me,I was talking about reversing the workflow as suggested by pfrancke.
Sorry.
http://orkwarts.wordpress.com/
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