PBR Renderer
PBR Renderer
jacksirkett

From Work Path to Stylised 3d Head

17 posts in this topic

38 minutes ago, maliohammad said:

111847_55.jpg

Thanks, thats a neat way to deform a object.  

As for projection of all the options the Collision mesh deformer seems to be the most consistent. Get your generic head thats deformed to your desired shape.  Add collision Deformer as a child of a plane, and add the head as a collision object pushing half of it into the plane.  Now ideally it would be best to sub divide the plane from the sculpting tag as its keeps the low polygon version in a layer, but the sculpting deformer only works when frozen.  If the deformation can be baked while keeping the layers then you just need to produce a displacment map.  Alternatively have two planes, one sub divided with deformer applied, and second mesh sub divided in sculpting tag, then project high polygon object to the low polygon object, produce maps and your done.

 

Dan

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4 minutes ago, Rectro said:

As for projection of all the options the Collision mesh deformer seems to be the most consistent. Get your generic head thats deformed to your desired shape......

but this method only copy the generic head into the plane , and not to deform the head to look like the artwork . or am I missing something ?

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Idea is to emboss half the face into another object, produce a displacement map, or keep the high polygon object which is not ideal.

 

Dan

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1 minute ago, Rectro said:

Idea is to emboss half the face into another object, produce a displacement map, or keep the high polygon object which is not ideal.

oh , now I get it .

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Yeah  I get the idea Rectro. To be honest as a beginner it's a good start to move on to other things later. Thanks for your help guys! Great stuff.

 

J x

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