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General => Image Sharing => Topic started by: Dune on July 25, 2013, 11:26:27 AM

Title: Desert
Post by: Dune on 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.
Title: Re: Desert
Post by: pfrancke on July 25, 2013, 11:28:47 AM
I am liking sculpted rock more and more...  very cool work.
Title: Re: Desert
Post by: j meyer on 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?
Title: Re: Desert
Post by: rcallicotte on July 25, 2013, 12:32:11 PM
Quite nice.  Inspires me to explore it.
Title: Re: Desert
Post by: Dune on 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.
Title: Re: Desert
Post by: Walli on July 25, 2013, 01:54:18 PM
very nice work!
Title: Re: Desert
Post by: j meyer on 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.
Title: Re: Desert
Post by: pfrancke on 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.
Title: Re: Desert
Post by: Dune on July 26, 2013, 03:17:12 AM
These are both good ideas; the modified plane and reversing. Please keep on experimenting. I will!
Title: Re: Desert
Post by: DannyG on July 26, 2013, 09:59:42 AM
Nice work
Title: Re: Desert
Post by: ADE on July 26, 2013, 10:12:45 AM
nice hole :)
Title: Re: Desert
Post by: TheBadger on July 26, 2013, 12:02:51 PM
lol
Title: Re: Desert
Post by: j meyer on 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!
Title: Re: Desert
Post by: Dune on July 26, 2013, 01:42:29 PM
You can reverse the green (Y), so to have a cave instead of a bulge.
Title: Re: Desert
Post by: j meyer on July 26, 2013, 01:48:40 PM
Ooops,pardon me,I was talking about reversing the workflow as suggested by pfrancke.
Sorry.
Title: Re: Desert
Post by: inkydigit on July 26, 2013, 04:28:44 PM
great hole and sphinxters too!
no really, this astounds me!
gonna try one of these in ps one day!
:)
Title: Re: Desert
Post by: Dune on July 27, 2013, 02:38:56 AM
@ Jochen: I know, but I haven't checked that out. It's a different kind of reverse for sure.
@ Inky: well, I have found out that the vdisp maps made by 3D apps are quite complicated and much different from my tries in PS. You can do some simple PS 'vdisp' map, but a real sculpt works much better, and is not hard at all (if you have such an app).