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Reel: Voranc Kumar

10

By Voranc Kumar.

Voranc writes:

Hello,

my name is Voranc Kumar and I'm from Slovenia. I'm a 20 year old student of sculpture. I'm using Blender for little less than 2 years since I have started learning CG. During this time a lot has happened and now I'm starting a small working group with some of my friends. We work under the name Complexvision and we are trying to create at least one non-commercial project a year.

In our workflow we use professional 3D and compositing tools. As a 3D artist I tend to use Blender as much as possible, because of it's simplicity, user friendliness and wide range of functionality. In my personal projects I try to keep a complete workflow within Blender to prove to my self and others what Blender is capable of. I hope that one day Blender will be as powerful as other overpriced software packages.

Our webpage is currently under construction www.complexvision.com.

 

10 Comments

  1. I like your showreel. So those sculpts you showed are them real ones made by you? Or CG created?  Anyways they are great.
    Good Luck to you.

  2. Thank you man.
    No those sculpts are full cg. I have created the base mesh in blender and than modeled it in zbrush. All the details were applied to the low-res mesh via displacement maps and bump maps.

    • Hey I have a question, can you tell us what do you use to create the normal map from The Zbrush sculpted model ?

       Well it sounds simple but it is not :). Zbrush exports  really weird Normal Maps, Zbrush deforms the original mesh (Subdiv=0 imported from Blender) so it won't ever be like the original from Blender. If I import the HIGH mesh OBJ into Blender to bake the Normals inside Blender, then you are very limited by RAM, since Blender still has troubles handling high poly meshes in comparison with Zbrush ( So the computer will freeze ). My workaround has been using Xnormal which gives pretty good maps, however I would love to know how you do it ! Would you?

  3. If I understand you have a problem with the subdivision process in Zbrush or...? The way I do it (and so far I was quite happy with the results) is that I first import the base mesh then do all the sculpting and then export the first subdivision back to blender. Next I export the normal maps (in the case of the sculptures I didn't use normal maps) with the integrated exporter from the lowest subdivision to the highest. One little problem is that Zbrush flips the maps so you need to flip them back. But if you need or want to apply the normal maps on to the original mesh you start to make problems. That happens when you have a model witch has some hard surfaces that you want to keep them intact and some smooth ones on which you want to sculpt.

    I hope that I helped

    • Thanks for sharing !

      I understand what you say, in my case exporting the original mesh back to Blender is a way to go but I will lose the influence of the Multiresolution Modifier which I need to toggle ( ON and OFF ) for animation purposes, otherwise the view port becomes slowish during animation.( Mesh deform Modifier would be an option but it will take more time )

      Thanks for your reply, very helpful!

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