Hi Stefan,
I understand your meaning, but slicing a 3D model is not the same as low relief modelling. (forgive me for being pedantic, but after 20 years as a low relief sculptor, I defend the discipline!)
For example, when you model something in full 3D, you are modelling shape and form - if a portrait has a rounded forehead, then you must model the forehead with the same roundness.
If you were modelling the same portrait as bas-relief, then you would probably model the forehead flat, but sculpt the edges in such a way that the play of light makes it LOOK rounded.
Slicing a 3D model and scaling it down will not give you the correct interplay of light to create a sense of depth and form within the small space required for bas-relief.
Please take these 2 examples:

This portrait of Richard Jacopic is 40mm in diameter. The model has a minimum sculpture height of 0.05mm, and a maximum of 0.25mm, so ALL the detail of the portrait, AND the sense of depth/ form have to be achieved within a ‘window’ of only 0.2mm. I have included the depth map, so you can see the relationships of each element.
If you were to make this model by slicing a 3D model, the ear, beard, and cheek would be much deeper than the nose, and front of the forehead. This would cause problems when scaled down.
The same is true for this example. The depth of this model is much greater (1mm depth at the same diameter of 40mm), but the principle is still the same.
If this was a slice of a 3D model, the orb. knees and front of the throne would be much deeper than the rest of the model. In this instance, they are all approximately the same depth.

I’m not criticising your method - it’s valid, and works if the overall depth of the final model is unlimited, but the important difference is that you would still be using 3D form to convey depth. Bas-relief modelling conveys depth through light and shadow, NOT 3d form.
Matt
Matt
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