View Full Version : ZBrush 3 Beta Images/Vincent D Izo - zbrush 3.0
Vincent D Izo
04-12-07, 11:11 AM
Hi everyone,
my name is Vincent Delassus, i work at Ubisoft Paris as an expert graphist, and a part of my job is to introduce new technology in video game graphics pipeline.
After introducing zbrush 2.0 in the ghost recon advance war fighter series on xbox 360, i begin to study zbrush 3.0. And today i can say it's a true revolution for the industry.
here are some works
For this model, i start from a sphere, the lazy mouse and tweaked alpha available in realtime, help me to do "bio-mechanical" forms. here i use the new z-project tool to make the skull head.
hook.jpg (http://javascript%3Cb%3E%3C/b%3E:zb_insimg%28%2754136%27,%27hook.jpg%27,1,0%29 )
An older stuff :) here some tests with the new performance of zbrush 3. more than 6 millions poly on a normal pc. all is done with alpha in realtime very quickly. after i play with shader and the realtime cavity gestion.
old man.jpg (http://javascript%3Cb%3E%3C/b%3E:zb_insimg%28%2754137%27,%27old%20man.jpg%27,1 ,0%29)
and here the ability to do a new lowpoly with the edges snapping on the highdef model and keep all the details by projection, it gives us the possibility, to just think about digital sculpting without the lowpoly contraint in first step.
lowpoly.jpg (http://javascript%3Cb%3E%3C/b%3E:zb_insimg%28%2754138%27,%27lowpoly.jpg%27,1,0 %29)
Thanks to pixologic for listening artists and creating the most inovating and powerful tools i have never seen since today.
(and sorry for my bad english :))
Moochie
04-12-07, 12:10 PM
Very cool! And good to see the topology tool being used .. I was wondering if it had been dropped from ZB3. :tu:
Vincent D Izo
04-12-07, 03:15 PM
thanks,
the topology tool is so great, you can begin sculpt with a sphere, box or other, and do your final mesh after :)
Plakkie
04-12-07, 03:29 PM
That's just awesome! Thanks for explaining a bit about the topology tool. Although good flow makes good models, for me it is a very complex thing, and stops me from making certain models. Being able to sculpt first and THEN chose the best topology would be a dream come true. Am I right to believe that you can take your detailed model and try out different topologies to see what works? Than I could experiment and learn!
WoodyLWG
04-12-07, 04:08 PM
Right on Plakkie, that's what I'm hoping for! Shoot first, ask questions later.
So many times I run up against a wall while laying out low res base meshes, it'd be awesome to figure it all out after you're happy with the hi-res.
Would take a little bit of a paradigm shift for users, but I think folks could get used to this way of working very quickly.
@Vincent, I love that bug-eyed helmet! Very original sculpt - and from a sphere! :tu: :D
Vincent D Izo
04-12-07, 05:25 PM
and this is the same thing for texture, you can make your texture without image and uv in first, zbrush 3.0 enable very high definition mesh, you can paint polygon color as a texture resolution a pixel = a polygon for example.
after you can change the uv as you like and project the polygon color as a texture.
so now the pipeline can be : concept sculpting and painting in high definition very fast (with zbrush 3.0 it's look like play with a ball of clay, the feeling is incredible) and do low poly and uv as you like at the end.
this way of work is totally new and so better.
WoodyLWG
04-12-07, 08:17 PM
YES! This is so exciting to me - thank you Vincent.
Plakkie
04-13-07, 12:58 AM
You can? You CAN?!! Oh my! That would be just as good as a 'decrappify' button. Thanks for this exciting bit of info Vincent! :eek:
rasmusW
04-13-07, 01:45 AM
hey vincent!
the design on the first model is really cool, imo. kinda reminds me of some mike mignola stuff, which is good.
about the old mans head, i just think it's great to see some of the "new" tool's actually being used.
looking forward to try this out for myself.
-r
_Vincent_
04-13-07, 02:00 AM
Hey Vincent, Nice job on your arts work, want to look them textured now :p
I wana see how the Lazy mouse works and the new Ztools look very useful
waiting for your news
_Vincent
feureau
04-13-07, 06:25 AM
Wow, wow woW!!!!
very nice
congrats, i love your works
Fabricio Torres
04-13-07, 07:38 AM
hey Vincent. Awesome heads! I liked the 1st concept a lot! Can't stop thinking that this app would help to raise the quality of the actual production.
I'm the guy behind the new technologies in the company i work for too. And i'm sure people are anxious about this new release (nobody here is a beta, unfortunately), but if your NDA alow me some questions for you, i'd like to make only one simple question: does the new zb is able to render an ambient occlusion map from a mesh this high? old zbrush could render stunning normal maps and cavity maps, but no AO. Mudbox cant render it either.
A lot of time in preparing maps for texturing is spent in exporting and importing this highly dense meshs into softwares for normals and ambient occlusion baking. We all know this is a time consumer and time is money! And meshs getting heavier and heavier, i doubt this would be an easy task in the future (specialy if the alleged "1 billion" poly limit of zb3 is reached) if the app itself could not render it.
I'm sure that this is known to the developers. The needing of an internal AO baker. But i havent seen it yet in any digital modeler.
is ZB3 a solution?
if yes, is it fast?
thanks a lot and i highly understand if you can't answer due to the NDA.
Vincent D Izo
04-13-07, 11:42 AM
i see what you mean and i'm totally agree with you. the ao baking is very important.
but i can't answer about that.;)
Thankyou so much Vincent D Izo. Your exsample was clear and very informative. Now all we need to know is if custom UVs can be done in ZB3? :D
I know you cant go into great detail but that was great to read on how you can focus on just making a good model and think about the Uvs and textures later.. Its great that we can go back and edit our uvs after texturing, I asume the poly based painting can be saved with the tool untill you want to finnaly convert to a texture map?
Maya4fun
04-18-07, 08:26 AM
Nice to see you here Vincent.
Great improvment for the old man and great shaders for the first screen.
See you later.
Emmanuel. (^_^)
abe_Tamazir
04-18-07, 08:48 AM
hehe nice to learn more about Zb3...concerning this topologie brush,i was wondering, does it need the new mesh to be built within Zbrush or can you just import a new topology in Zb and capture the details?basicly useing another software to make you new low poly and grab all high rez detail(+textures)?that'd be awesone if it's possible :)
i really like your skull head by the way:)
calum5ZB
04-18-07, 10:57 AM
Well all these magical works are maikng me lose sleep.With the snippets of explinations lifes about to get so much better !Compliments on your talent!
Merci!
cal
Fantastic Stuff Vincent...!!! :tu: :tu: :tu: :tu: :tu:
nightwoodwolf
09-13-07, 03:43 PM
very beautiful detailed work ... :tu:
henrysouth
11-08-07, 05:39 AM
your skill more than makes up for your bad english vincent! i would happily take a lesson or two from you in broken english than have to trawl through hours of rubbish tutorials :) thanks again for shareing! Henry
wow..i love you to make that bio head..can i know you personal PC spec?..do you use 4 GB Ram?
ricky33
04-11-09, 06:16 PM
OMG !!!
The details of the oldman's head is fantastic.
Very inspiring !!
77model
04-13-09, 03:30 AM
:lol:
OMG !!!
The details of the oldman's head is fantastic.
Very inspiring !!
77model
04-13-09, 03:43 AM
good work;)
thanks,
the topology tool is so great, you can begin sculpt with a sphere, box or other, and do your final mesh after :)
alexjems41
03-18-10, 11:22 PM
I want to know how to use lazy mouse and tweaked alpha,the new Ztools look very useful.Which tool you use to make the old mans head?
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