Holy Family (an inflate method)
Holy Family (an inflate method)
All credit to the original artist for the painting (I haven't been able to find the artist's name)
For this one I created a new paint layer in corel and estimated depth of different surfaces in the painting. I used different shades of grey to represent these depths with a large paint brush.
Then simply inflated in curvy beta and textured with the original painting(using just curvy)
smoothed a couple of times then used the mesh tools to pull the model into shape.
For this one I created a new paint layer in corel and estimated depth of different surfaces in the painting. I used different shades of grey to represent these depths with a large paint brush.
Then simply inflated in curvy beta and textured with the original painting(using just curvy)
smoothed a couple of times then used the mesh tools to pull the model into shape.
Last edited by sculptor on Sat Mar 31, 2012 11:12 pm, edited 1 time in total.
as you wish
http://www.banjosculptor.info/hfm2.avi
http://www.banjosculptor.info/hfm2.avi
Last edited by sculptor on Sat Mar 31, 2012 11:13 pm, edited 1 time in total.
-
- Posts: 28
- Joined: Thu May 13, 2010 5:18 am
- Location: Phoenix AZ
-
- C.E.O.
- Posts: 2582
- Joined: Wed Dec 01, 2004 8:13 am
- Location: Kingston Upon Thames, U.K.
- Contact:
The first half of this tutorial uses Inflate
Once the object is inflated just right click on the object's diffuse texture in object properties and choose the image you want to load as colour map. The way inflate works the image will be exactly lined up with the Inflated object automatically.
Once the object is inflated just right click on the object's diffuse texture in object properties and choose the image you want to load as colour map. The way inflate works the image will be exactly lined up with the Inflated object automatically.
-
- Posts: 28
- Joined: Thu May 13, 2010 5:18 am
- Location: Phoenix AZ
-
- C.E.O.
- Posts: 2582
- Joined: Wed Dec 01, 2004 8:13 am
- Location: Kingston Upon Thames, U.K.
- Contact:
First - I'm sorry to say that some of the advanced features of Curvy were deliberately left out of the demo - and that includes Image Inflate. So for this particular tutorial you need a more powerful version of Curvy.
That aside... here is a step by step. You can also see this in action in the sword inflate video.
1) Make an image and save as BMP
2) Open Curvy
3) Find the "Model" menu along the top
4) Choose "Inflate Image..." from the "Model" menu
5) You will see a box full of options, look at the bottom and find the "Image..." button, click it.
6) Choose your saved BMP from the file dialog
7) Click "OK" at the bottom of the dialog box
8) Curvy will take a short while processing then your mesh will appear
9) Find the Object Properties panel in the top right, and the words "Base Colour". To the left of this there is a white square - this is the base texture for the object.
10) Right click the base texture to choose an image texture
11) Select an image texture from the load dialog. (This can be made to match the greyscale inflate image)
That aside... here is a step by step. You can also see this in action in the sword inflate video.
1) Make an image and save as BMP
2) Open Curvy
3) Find the "Model" menu along the top
4) Choose "Inflate Image..." from the "Model" menu
5) You will see a box full of options, look at the bottom and find the "Image..." button, click it.
6) Choose your saved BMP from the file dialog
7) Click "OK" at the bottom of the dialog box
8) Curvy will take a short while processing then your mesh will appear
9) Find the Object Properties panel in the top right, and the words "Base Colour". To the left of this there is a white square - this is the base texture for the object.
10) Right click the base texture to choose an image texture
11) Select an image texture from the load dialog. (This can be made to match the greyscale inflate image)
-
- Posts: 28
- Joined: Thu May 13, 2010 5:18 am
- Location: Phoenix AZ