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View Full Version : *** Introducing GoZBrush - PART 2...


Pixolator
06-29-09, 01:30 AM
goz_logo_lrg.png



Welcome to the second preview of GoZ

If you have not seen the original GoZ announcement and movie please take a moment to learn more in HERE (http://www.zbrushcentral.com/zbc/showthread.php?t=071414)

Empowering artists to reach their highest level of creativity has always been our mission here at Pixologic.

This second movie preview is a short demo of the GoZ flexibility and the dramatic impact it can have on your existing workflow.
By removing the barriers between ZBrush and your other GoZ-enabled application, GoZ allows you to effortlessly take full
advantage of the best features and strengths of each application resulting in a highly efficient and creative workflow.

With GoZ there is no need to invest time in setting up shading networks for your normal, displacement, and texture maps.
With a single click of a button, GoZ will transfer your mesh to a GoZ-enabled application of your choice, and instantly
set up all the appropriate shading networks for you. Upon sending your mesh back to ZBrush, GoZ will automatically
remap the existing high-resolution details to the incoming mesh, GoZ will take care of simpler operations -
such as correcting points & polygons order - as well as more advanced operations that require complete
remapping. The updated mesh is immediately ready for further detailing, map extractions,
and transferring to any other GoZ-enabled application.

Enjoy the preview movie and get ready to GoZ

<center><IFRAME WIDTH=1005 HEIGHT=346 frameborder=0 SRC="http://www.pixologic.com/zbrush/features/GoZBrush/preview1.html"></IFRAME>
</center>Preliminary release of GoZ (as seen in the movie) will be included in the upcoming Macintosh -free of charge- update and will support OSX applications: Maya, Modo and Cinema 4D.
The complete GoZ implementation will be included with the launch of ZBrush 4 for Windows and Mac systems with support for more GoZ-enabled applications.
ZBrush 4 will be a free upgrade for all registered users of ZBrush on Windows and Mac systems.

Recent posts:
:: Introducing GoZBrush (http://www.zbrushcentral.com/zbc/showthread.php?t=071414)
:: Introducing Spotlight and Lightbox
:: (http://www.zbrushcentral.com/zbc/showthread.php?t=071829)Announcing ZBrush 4 (http://www.zbrushcentral.com/zbc/showthread.php?t=70082)
:: 3Decimation Master (http://www.zbrushcentral.com/zbc/showthread.php?t=71265)
:: 3D Print Exporter (http://www.zbrushcentral.com/zbc/showthread.php?t=71266)

GoZPart2B.jpg[/ATN]] ([ATN=146656)

Đ 2009 Pixologic, Inc. All rights reserved, Pixologic and the Pixologic logo, ZBrush, and the ZBrush logo are registered trademarks of Pixologic. Various patents pending. All other trademarks are the property of their respective owners.

wolfie
06-29-09, 01:43 AM
OMG another teaser :tu:

mrpeculiar
06-29-09, 01:49 AM
I check every day for updates ........its so exciting !

CrazyMatt
06-29-09, 01:55 AM
Oh yeah Baby!

I think this video cleared up all the things people always dreamed of getting with the new GoZ, as it has for me!:D

Pixologic, I cannot wait for August to come!!! Keep up the fantastic work in Evolving ZBrush! :tu:

Woodys3d
06-29-09, 01:56 AM
Not even in my wettest dreams I could imagine to work like that. I can't really wait for it.
Do you already know wich softwares will be compatible with that at its release? The first preview only talks about Maya, Cinema 4d and Modo.

paszczak
06-29-09, 01:57 AM
amazing :D

eldee.s
06-29-09, 01:58 AM
hmmm.. interesting. I'll have to reserve judgement until I get my hands on it. So far this is the most exciting new feature that's been announced for Z4, though the programmer in me alerts me to a host of technical problems that would make this a tricky process. After details are sculpted and brought back into maya, it's clear that a map is being used to transfer the details- and I would assume the same map is used to bring the details back in.. I would also assume we would need UV's on a mesh to make this work. I'm also wondering if there's any kind of loss of detail from going between all of these applications.. especially after multiple transfers, if these details that were sculpted are being transferred back and forth using a map, something tells me there would be at least some level of degradation to the quality if you did it enough times.

Either way, looking forward to seeing it in action.. hope it lives up to everybodys very high expectations :)

Do you already know wich softwares will be compatible with that at its release? The first preview only talks about Maya, Cinema 4d and Modo.You just answered your own question, did you not?

coolkonrad
06-29-09, 02:20 AM
Bravo, can't wait.
Luxology Modo user :-)

zipfelklatscher
06-29-09, 02:27 AM
Wow, he changed the topology and brought it back and still had all details on the highres, no project all and corrections needed. :eek:

iskon
06-29-09, 03:01 AM
Amazing job Pixologic, again. :tu:

smeagol
06-29-09, 03:02 AM
just great ! thanks pixologic :tu: :tu: :tu:

i am eager to put my hands on the new software :D

Woodys3d
06-29-09, 03:04 AM
eldee.s -> In the first preview they also stated that other softwares will come soon. So my question was if will any of those other softwares be ready at zb4 release.

Intervain
06-29-09, 03:06 AM
ok I guess I'm switching to Maya :lol: I want that thing!

thedust
06-29-09, 03:13 AM
Really, really, really I'm speechless!
ZBrush is a must!

pitchepuck
06-29-09, 03:51 AM
nice... but is there no one using 3DS Max at pixologic? :D
I miss it in this vid. or makes 3ds max still too much problems ? :confused:

:cool:

B4rT_
06-29-09, 03:56 AM
fantaaaastic pixologic!
but it will works with 3D Max? *-*

Stephenrminkin
06-29-09, 04:10 AM
What about the PC users? It would be easier to get excited if Pixologic showed footage support for MAX and Softimage. Other than that GoZ looks ok.

BazC
06-29-09, 04:15 AM
What about the PC users? It would be easier to get excited if Pixologic showed footage support for MAX and Softimage. Other than that GoZ looks ok.

At this time we will be releasing the first version of GoZ with the next Mac OSX update in June, Windows users will be able to take advantage of GoZ along with all of the new features that have been added to ZBrush 4 when it is released this August.

Patience grasshopper!

Dman3d
06-29-09, 04:20 AM
sweet, need some glow sticks flying accross the screen to match the rave music:D

Disco Stu
06-29-09, 04:20 AM
yeah babbbyy this is way to sweet :D :D :D :D :D

Psionic
06-29-09, 04:20 AM
Simply awesome workflow enhancement, Just gonna keep my head down and get on with work to make the time pass quicker until August ;-)

Keep on bringing us these Wicked updates Pixologic!!

loki_22
06-29-09, 04:21 AM
this is like waiting for christmas morning! it seems like its gonna be an eternity for the release date. i so cannot wait for this. :D

Captain Sensible
06-29-09, 04:28 AM
Simply awesome! If there's no issues in point order when working like that then this is a dream come true! I'm a mac and Maya user so I'm damn well excited. To the PC users I would very much think that Pixologic will be implementing GoZ into most major 3D apps. Including Max and XSI. Wouldn't make any sense if they didn't ;)

Bas Mazur
06-29-09, 04:43 AM
Aaaah, I hope june comes soon :-)

ello
06-29-09, 04:57 AM
cant wait for august :D

To the PC users I would very much think that Pixologic will be implementing GoZ into most major 3D apps. Including Max and XSI.there are pc users which dont use max or xsi, too ;)

M i c h e l
06-29-09, 05:06 AM
BazC,

What about your ZB 3.12B now ? Fixed or not yet ?

BazC
06-29-09, 05:14 AM
BazC,

What about your ZB 3.12B now ? Fixed or not yet ?

Nope, still not working, I'm stuck with 3.12. I'm banking on this next update!

syphon
06-29-09, 05:24 AM
They just can't leave the Max users out of this fantastic workflow, right?
Is'nt that right Pixologic? ;D pleeeeeeeaaaaase?! ;)

BeatKitano
06-29-09, 05:41 AM
Thanks to pixologic for clearing up the "topology total overhaul" questions.

Now for max users: stop bugging pixo( they give the sdk, its the company owning your 3d package to use it or not), ask autodesk, maybe they will implement it in max (ahahah word: mudbox). Enjoy your goz-enabled max in 2012...

tez
06-29-09, 05:50 AM
Pixologic, you have saved me from my current workflow limitations. GoZbrush is a huge bridge between the limitations, and speed issued regarding the workflow between applications.

Thanks.

Clappy71
06-29-09, 06:06 AM
Relax Max users, I highly doubt studios like Epic games, Blizzard, Bioware and Ubisoft are going to want their artists to be deprived of this tool given its impact on workflow (which equals dollars saved). There will most assuredly be a max version soon. Same goes for XSI. Patience is a virtue.

MC

Lone Deranger
06-29-09, 06:07 AM
Wow. Very glad to see vertex count not being an issue at all, as suggested by some after the first vid. This is looking great! :)

I'm liking that Luxology's modo is up there in the list of supported apps. And it'll be interesting to see if a bridge will be struck to SoftImage and Max if it is left up to AutoDesk to provide it. It could be a very very long wait indeed if that is the case.

I do share a small bit of concern about the implementation of it all with Eldee.s and wonder how it all works internally. Whether successive transfers and remapping/reprojecting of small features in particular would introduce any loss of quality. Would floating point accuracy be good enough to keep this to a minimum? We'll have to wait and see.

Pixologic is scoring a lot of good points with me since the 3.12b release for the Mac. They seem to be communicating a lot more with their userbase through the frequent release of these videos. I hope they will keep this trend going.

Good work Pixologic! :)

abe_Tamazir
06-29-09, 06:08 AM
AMAZING! i was afraid the retopologising bits in maya was limited to avoid problems with the auto reproject in ZB, but it seems its madly powerfull!

cant wait to get it! tempted to stop everything im doing till its release lol

Clappy71
06-29-09, 06:47 AM
I'm liking that Luxology's modo is up there in the list of supported apps. And it'll be interesting to see if a bridge will be struck to SoftImage and Max if it is left up to AutoDesk to provide it. It could be a very very long wait indeed if that is the case.

Last I checked Autodesk owns Maya as well....

MC

Jester
06-29-09, 07:03 AM
Guys, it's for Mac. Maya, Modo and C4D and ZBrush runs on Mac, so that's why they are included in this video. PC version (hopefully) will introduce Max and Softimage as well. Hopefully....

FabioPaiva
06-29-09, 07:06 AM
Technical issues will no longer be an excuse for bad quality work I guess.
Amazing.

markkens
06-29-09, 07:10 AM
:eek:

hyper1
06-29-09, 07:57 AM
Pixologic is just HORRIBLE! I mean what's a guy to do? You've got all of these projects demanding all of these file transfers to your other applications, but you know your truely wasting your time once you've got GoZbrush and all you've got to do is push a button . :eek: OK, I'll stop being lazy and go and make all my transfer files (by hand). Geesh!!
Gary:D

cresshead
06-29-09, 07:59 AM
bingo-tastic!;)

Francis Bezooyen
06-29-09, 08:18 AM
That is awesome! If GoZbrush manages to pull all that off without significant loss of detail, it will be a huge boon to peoples workflow. I love the ability to jump to any program you like so as to be able to leverage the unique strengths of each. It would make so many things easier.

kromekat
06-29-09, 08:20 AM
Hmmm - I wonder if this then means that the Mac version with GoZ ISN'T coming in June given the proximity of July!? - just another teaser to stop a riot ;)

Looks good - just want it now.

Adam

mavinova
06-29-09, 08:28 AM
looks vertex order friendly

BazC
06-29-09, 08:28 AM
Hmmm - I wonder if this then means that the Mac version with GoZ ISN'T coming in June given the proximity of July!? - just another teaser to stop a riot ;)

Looks good - just want it now.

Adam

Hiya Adam! Pixologic have a history of releasing at the very last moment - 2 minutes to midnight EST isn't unusual so I wouldn't get despondent just yet! :)

chindian
06-29-09, 08:29 AM
Awesome... can't wait to get my hands on this...
Am I correct in assuming the grand unveiling will be at SIGGRAPH 2009? - If it is - i'm super excited to be there!!! :D

moonlitmaverick
06-29-09, 08:31 AM
Somehow this video did not make it really apparent as to what was happening. Is this one showing anything different from the previous one. Would love to be enlightened as to what was happening.

1) new geometry ( tree or roots ) made in Zbrush
2) geometry sent into Maya ( was it maya? )
3) Hole made in the head in maya
4) smoothed in Zbrush ( okay things are getting vague, memory failing )
6) roots smoothed
7) vertices welded in MAYa ( wow they had the same vertices on both geometries )
8) ( memory blurring ) posing.. ye posing done in Zbrush
9) boing, maya updates

... and then it is a blur...

what is happening really...:confused:
<input id="gwProxy" type="hidden"><!--Session data--><input onclick="jsCall();" id="jsProxy" type="hidden">

Lucky_1
06-29-09, 08:41 AM
The presentation of GoZ looks fantatsic, but:

I hope we can do the same (basic polymodeling:merge vertices-objects/ add edgeloops etc without losing the highres sculpt) right in zbrush (without a plug-in like maya/modo ...)

alphagsv
06-29-09, 08:42 AM
This is SUPERB!!

sasquatchpoacher
06-29-09, 08:46 AM
Max please! ;)

Lone Deranger
06-29-09, 08:51 AM
Last I checked Autodesk owns Maya as well....

MC

Well done Sherlock. You don't say..? :)

The point I'm trying to get across is that if Pixologic doesn't take on the responsibility of developing hook-ups to Max and SoftImage, it will be up to 3rd parties to do so. Can you honestly see AutoDesk spending time and money developing a tool for the #1 competitor to MudBox? I think they'll sooner buy out Pixologic (if they could) than that.

Lone Deranger
06-29-09, 09:00 AM
This video was all about demonstrating how vertex order and vertex count no longer matter when having other modelling apps brought into the pipeline. So in essence, you can now pretty much do whatever you want with your exported topology without fear of your mesh exploding when importing it back to ZBrush. Seeing how many many modelling operations modify vertex order and count, I'd say this is a pretty big deal. :)

Somehow this video did not make it really apparent as to what was happening. Is this one showing anything different from the previous one. Would love to be enlightened as to what was happening.

1) new geometry ( tree or roots ) made in Zbrush
2) geometry sent into Maya ( was it maya? )
3) Hole made in the head in maya
4) smoothed in Zbrush ( okay things are getting vague, memory failing )
6) roots smoothed
7) vertices welded in MAYa ( wow they had the same vertices on both geometries )
8) ( memory blurring ) posing.. ye posing done in Zbrush
9) boing, maya updates

... and then it is a blur...

what is happening really...:confused:
<input id="gwProxy" type="hidden"><!--Session data--><input onclick="jsCall();" id="jsProxy" type="hidden">

Super Glitcher
06-29-09, 09:02 AM
Yep that's pretty freakin sick.
Really interested to see how z is handling the shading networks in maya.. What map types are supported? Is there any behavioral difference between models with or without shader assignments? Customizable options? How about file handling? Maybe you could touch on it in the next vid? :D

Like everyone else, can't wait!

Clappy71
06-29-09, 09:22 AM
Well done Sherlock. You don't say..? :)

The point I'm trying to get across is that if Pixologic doesn't take on the responsibility of developing hook-ups to Max and SoftImage, it will be up to 3rd parties to do so. Can you honestly see AutoDesk spending time and money developing a tool for the #1 competitor to MudBox? I think they'll sooner buy out Pixologic (if they could) than that.I gotcha:). Alls Im saying is that there is no way Pixologics major gaming customers (Epic etc) are going to want to wait that long considering the increased productivity potential here. So someone other than Autodesk will make this happen sooner rather than later I would imagine. I would not be surprised to see a Max and Softimage version with the PC release in August. Knock on wood (ie my head).

Cheers to you in New Zealand - please do a bangup job on The Hobbit.

MC

jBibble
06-29-09, 09:34 AM
There's only one day left in June. Does this mean it'll be released tomorrow or not? Is the announced "June" date going to be kept, or is this not a solid?

Or as someone else stated "its just another teaser", so we're just hurrying up to wait, again.

sadicus
06-29-09, 09:47 AM
Lone Deranger - Thanks for pointing that out!
"This video was all about demonstrating how vertex order and vertex count no longer matter when having other modelling apps brought into the pipeline."

asaxon
06-29-09, 09:50 AM
Wow, wow and wow is all I can say. ZBrush is now the most important 3D application ever.

shhark
06-29-09, 09:52 AM
how much longer?

asaxon
06-29-09, 10:01 AM
For those not sure about this video, it shows the following.

Easy creation of both organic and hard edged models by using two 3D applications for the best of both worlds.

An invisible bridge between the two applications, meaning we only have to bother about clicking a button (the GoZ button).

The fact that fine details etc are automatically sent over to Maya, Modo, C4D etc, most probably via displacement and bump maps, all of which appear to be automatically done via GoZ.

It's cutting out all the technical crap so that we can just get on with it.

I predict we will be able to go from blank canvas to final render in hours when this is released, rather than days as it is now.

Avan-AMS
06-29-09, 10:03 AM
This is so cruel, TORTURE....:p anyway masking seemed different this time around, love it.

Super Glitcher
06-29-09, 10:10 AM
@clappy
goZ is debuting on the Mac platform so it makes sense that Max hasn't been shown as it's not available under OS X. I think it's quite certain that a Max release will be available when goZ hits windows tho'

;) hang in there

roger
06-29-09, 10:12 AM
This looks soooooooooooo COOL!! :tu:

Marc Boulay
06-29-09, 10:21 AM
...

Very good work :eek:
Congrats to Pixologic team !
Thanks for all of us ;)

ChrRambow
06-29-09, 10:31 AM
Oh my god!

It seems that it is possible to modify the lowrez of a full sculpt
by editing polygons cutting holes and the highres details will stay
without the hassle with projecting meshes.

I will have wet dreams tonight :D

Great Work Pixologic!

policarpo
06-29-09, 11:04 AM
I am speechless but not wordless!

Amazing amazing AMAZING!!! We need this!

Awesome work guys! :tu:

digitalmind
06-29-09, 11:10 AM
WOW! Canīt wait for this...amazing feature:lol:

fabianloing
06-29-09, 11:24 AM
unbelievable! so far, this little "teaser" update about upcoming zbrush is the best for me! I can already imagine how helpful this feature will be for me. Awesome stuff! Great work pixologic!

cheers!

Fabian

seanforsyth
06-29-09, 11:52 AM
This looks great, and is very much needed and appreciated, but it does bring up a valid point. Most of the work being done in Maya or Softimage or another external 3D modelling package COULD be done in ZBrush. I mean, wouldn't it be nice if the polygon modelling tools in ZBrush were as intuitive or easy to use as those in every other app? It would lessen the need to hop back and forward so much (don't get me wrong, I love this new feature!). At the moment, adding edge loops, extruding from existing polys etc, just isn't really usable. I'd love to see these things addressed in ZB4. Insert edge loop (without having to hide geometry and jumpt through hoops etc), Extrude from edge, Chamfer, etc, just the basics would be really cool to have.

Once again though, really cool new feature, and hopefully one that'll have me using ZBrush again. At the moment, all the setup and constant hassle getting displacement and normal maps to work as expected in Max is a real turn-off and has me trying to avoid it whenever possible.

Congrats Pixologic!

Max the Artist
06-29-09, 12:15 PM
What a beauty this video is to look at, wow Pixo great stuff yet again! :) but i have a feeling the best is yet to come..

/ Magnus

Etcher
06-29-09, 12:16 PM
Pixologic rules.

:tu: :tu: :tu: :tu: :tu: !

sowrdfish
06-29-09, 12:29 PM
WOOOOOOOOWWWWWW .....this is soooo fast ..... i wish if they include Softimage as well ...

manzarek123
06-29-09, 12:30 PM
Damn!!!, Pixologic thanks for this amazing feature, it's so simple transfer meshes between software, even with displacement maps and all!! aaaaaaaa like i said earlier, ZBrush 4 is gonna be the software of the year!! :D

wizz
06-29-09, 12:53 PM
I want this for xsi :D ! Awesome stuff.

rarukufan
06-29-09, 01:01 PM
Simply Brilliant!

Lone Deranger
06-29-09, 01:22 PM
Thanks. :) Gotta get Avatar and TinTin out of the door first though.

Cheers to you in New Zealand - please do a bangup job on The Hobbit.

MC

Sav
06-29-09, 02:20 PM
Insane.

zogthedoomed
06-29-09, 02:36 PM
thats cool.

And I'd just like to throw in a shout for Lightwave please.

TJX
06-29-09, 03:30 PM
Will GoZ be only available to the LATEST versions of said applications? Would it only available for Maya 2009 or Max 2010 and not anything earlier than that?

Mikeporetti
06-29-09, 04:08 PM
yes pryda!!!

Zbrush even likes the same music as me!

lets get married.

nightwoodwolf
06-29-09, 04:38 PM
that's amazing really, its huge thing to enhance and speed up pipeline work flow

sil_musashi
06-29-09, 05:01 PM
It's like a dream come true. Sometimes, I'm really afraid of changing any vertexes of the low mesh cause it will mess up the vertexes in ZBrush but now I can do whatever I want.

I salute you, Developer Team :D

j lizzle
06-29-09, 05:22 PM
I almost feel bad that they're giving this away as a free upgrade to licensed users. That just blows my mind. I love you guys!!!

Thomas Mahler
06-29-09, 06:14 PM
This looks absolutely fantastic!

Guys, just don't forget 3ds Max :)

krisr
06-29-09, 06:26 PM
Looks great but wishing Softimage support was sooner. Anyone know when this will be available with SI?

Avan-AMS
06-29-09, 06:46 PM
we need a list of compatible software right out the box, im hopping 4 silo :p

Morph Division
06-29-09, 07:29 PM
I noticed through the whole demo, that in fact there is only one subtool!:eek:

Does this mean you can export/import making edits in both zb and external apps without all the usual laborious tasks?

Will details and colour be automatically transfered?

Will vertex id be totally screwed or not?

I can't wait to find out:D

Codeman
06-29-09, 07:43 PM
jaw dropping stuff there Pixologic!

spaz8
06-29-09, 07:53 PM
I was already excited about this plugin, and trying not to have too high of expectations, but this video blows away any doubt about limitations or caveats with certain modeling functions. The shackles of point order are gone. That is a huge!

Kozzek
06-29-09, 08:33 PM
excellent :tu:

need for blender pls :)

JasonKing
06-29-09, 09:25 PM
This is going to be absolutely AWESOME =D Cant wait.

wethand
06-29-09, 10:07 PM
awesome!!!

if that won't be released for max, i will have to learn another app.
but for that workflow-acceleration it's worth to learn some days.
and today with the internet its really not difficult to get into something.

anyway, i hope very much pixo will make it for 3ds max (2009) as well. please pixo ;)

oR_Creeper
06-29-09, 10:57 PM
thats cool.

And I'd just like to throw in a shout for Lightwave please.Ditto. Incredible stuff...hope I don't have to quit Lightwave and take up Maya. The way ZB is progressing it will be the proverbial 800 pound Gorilla in the 3D room. :cool:

Sergio Santos
06-29-09, 11:39 PM
Looks promising but...
will they fix first all the bugs we already have in the 3.1???
for instance... right button menu freezing zb, changing the background equals to crashing zb, hd raid issue... and a few more I can't recall right now.

MotleyPete
06-30-09, 12:10 AM
I'm having a great deal of difficulty containing my excitement. This is a pretty groundbreaking 3D release going on here.

Modo + Zbrush + GoZ = Awesomeness!

AgentEnigma
06-30-09, 12:17 AM
Splendid news...:D

LinuXr17
06-30-09, 01:07 AM
Yeah, this feature in combination with XSI would be amazing.
This would be great for my workflow. GoZ saves a lot of time and should be the next step for every CG-Artist. Please make this also for XSI available.
Zbrush rocks!:tu:

daddymack
06-30-09, 01:10 AM
congrats to you mental folk at pixologic

You're kicking serious 3d butt

INFINITE
06-30-09, 01:47 AM
This is breath taking! Well done Pixologic!

I cant wait to see where this goes the potential is amazing. I bet the other 3rd Party Sculpting Developers are kicking them selves. You guys are leading the way yet again!

Awesome, awesome, awesome!:cool:

robinmitra1
06-30-09, 03:24 AM
ok i have to say this again...omfg its a dream come true!!! :eek:

dballesg
06-30-09, 04:34 AM
Hi,

A LightWave user here, voting for have GoZBrush for LW.

At the moment there is a lot of people excited on the NT forums about GZB.

And knowing that LightWave CORE it's due to appear at the end of the year, I would like to know "Whom it is going to be responsible to do the GZB plugin for LW?" "Pixologic or NT?"

And there is going to be a GBZ plugin for LW 9.6? (the actual version of LW)

ZB 4 it is looking better and better, so congratulations and sorry if this questions were posted before.

David

AmrThabet
06-30-09, 04:51 AM
really awsome I can't wait for release

Sebcesoir
06-30-09, 05:05 AM
Waw!

robinmitra1
06-30-09, 06:33 AM
Hi,

A LightWave user here, voting for have GoZBrush for LW.

At the moment there is a lot of people excited on the NT forums about GZB.

And knowing that LightWave CORE it's due to appear at the end of the year, I would like to know "Whom it is going to be responsible to do the GZB plugin for LW?" "Pixologic or NT?"

And there is going to be a GBZ plugin for LW 9.6? (the actual version of LW)

ZB 4 it is looking better and better, so congratulations and sorry if this questions were posted before.

DavidI would second that :qu:

Thomas_P
06-30-09, 07:01 AM
Well this is the last day of "June" ... so ... where is it? :P

Thomas

CrazyMatt
06-30-09, 07:06 AM
You may have to wait until midnight (Pacific Time) since Pixologic is in Los Angeles, but who knows. ;)

toddrkeller
06-30-09, 07:42 AM
Anyone know if they plan to update the GUI in the next version? We use mudbox @ work mainly because the GUI is much more intuitive and user friendly. Have used zBrush a bit and really love every aspect of it -- except the archaic GUI :( Was going to make a software purchase pretty soon while I'm still eligible for a student discount and keep going back and forth between the 3DS Max superpack (which includes mudbox) and zBrush- wich is say's alot in and of itself since the superpack included 4 apps for the same price. The fact that it's actually a stable semi bug free app (unlike mudbox) is definately making me lean towards zBrush already but, A revamped, clean, intuitive GUI would make my decision much easier ;) I know anyone working on the Z4 beta team is probably under strict nondisclosure but....

Was also wondering how zBrush handles under Vista 64? Recently bought a new computer so I'm stuck with it- really don't feel like spending $$ on "downgrading" to XP64 when win7 is right around the corner.

pming
06-30-09, 07:51 AM
Hiya.

Re: the Lightwave / CORE GoZ pluging..

Count me in as another supporter! Anyone know where the ball is? Is it in Pixologic's court to say "Hey, NT, wanna work with us to get GoZ integrated into Lightwave and CORE?"...or is the ball in Newtek's court and NT has to say "Hey, Pixologic, we love where GoZ is going, and we want in on it!". :qu:

^_^

Paul L. Ming

Mr.Storm
06-30-09, 08:19 AM
Now that's what I call "WORK FLOW"
Zbrush and mobo.. I can't wait!

Thanks for making the tools for people who do ART work.

-peace be with you.

Navstar
06-30-09, 09:02 AM
It's the last day of June, Zbrushers. tick tock, Pixelogic. Is there an Mac update this afternoon? :confused: :confused: :confused:

Wyatt
06-30-09, 09:50 AM
Man, considering what it currently takes to have a workflow like that, if it really is just clicking the GoZ button then no one has an excuse for not producing great works.

One more for LW! I'm in the Core group so I know what Newtek says about GoZ. Any official word from Pixologic about LW and GoZ? ;)

Fantastic looking app, can't wait for ZB4.

CyberSpawn2100
06-30-09, 09:54 AM
I'm a Maya user so I'm all set, but I will be excited to know that the GoZ SDK will allow for Blender and possibly Wings3D to join in.

vedanta
06-30-09, 10:19 AM
What more magic could there be ?.... you got us all wondering....:D

megamanexe
06-30-09, 10:35 AM
There is some REALLY cool stuff brewing with GOZ that will blow you guys away!

Fuzatron
06-30-09, 12:48 PM
:eek: Looks like another fine update in the works!
I'm a cinema user, and really appreciate seeing it being supported right off the bat :tu: However, i'm using Blender more and more, and wanted to chime in with my request for it being included when possible. THANKS :cool:

Carsten Lind
06-30-09, 12:56 PM
It's the last day of June, Zbrushers. tick tock, Pixelogic. Is there an Mac update this afternoon? :confused: :confused: :confused:


I was wondering about this myself.. and its almost July 1 here.. But I guess nothing today..

punchatz
06-30-09, 01:02 PM
"There is some REALLY cool stuff brewing with GOZ that will blow you guys away!"

Awe...now your just teasing us!

One of the things I always wanted for XSI was a way to read ztools...so when I uped my subdivision in XSI it would get more detailed. Eliminating needing displacments for a lot of things.

Another vote for an xsi GOz plug!!

Greg

Chris Spade
06-30-09, 02:28 PM
This does look super fast and a huge timesaver.

But am amazed that Max is not one of the programs featured to toggle between.

I am sure it will come sooner or later. But most people are probably using max or maya.

Carsten Lind
06-30-09, 02:37 PM
well since the feature should come for the mac version first, and the fact that 3DS Max is not for mac, then it is not as amazing that max is not featured.

It will probably be for max as well when you see Z4 for windows, I cant imagine otherwise..

kingofdaveness
06-30-09, 04:43 PM
POWER FEATURE.

But totally useless to me unless you do the 3dsmax version. Sadly.

toddrkeller
06-30-09, 04:43 PM
I would guess they haven't announced it for 3DS max yet because 2010 just came out. Haven't used it myself but from what I've been reading on the forums it looks pretty buggy too- maybe they're just waiting for them to release an sp.

josegreen
06-30-09, 08:54 PM
well 2:30 hrs till midnight /crosses fingers

puzzle
06-30-09, 09:06 PM
Yeah...cross your fingers, just dont hold your breath!

troy1617
06-30-09, 09:40 PM
here it comes..:D

Vanrailey
06-30-09, 09:43 PM
Hmmmm.... I'm just going to assume that GoZ may work with textures as well. Either way this is looking absolutely fantastic.:tu:

BazC
06-30-09, 10:45 PM
here it comes..:D

....and there it goes :(

For anyone who missed it there was a flurry of activity around 22.30 then the site closed for a few minutes and it looked like release was imminent then silence again.

Looks like they're going for a 2 minutes midnight release again! ;)

BazC
06-30-09, 11:27 PM
Looks like they're going for a 2 minutes midnight release again! ;)

Hmm, guess not! By my reckoning it's now July even on the west coast USA.

josegreen
06-30-09, 11:35 PM
hells yea, its getting uploaded right now :D

policarpo
06-30-09, 11:36 PM
Where the heck is that BOUNCING SMILING BALL ICON! :p :D

BazC
06-30-09, 11:38 PM
hells yea, its getting uploaded right now :D


Cool!

puzzle
06-30-09, 11:55 PM
Sleep or wait, what should I do?!

Bas Mazur
07-01-09, 12:06 AM
Where the heck is that BOUNCING SMILING BALL ICON! :p :D
Where, where ,where...

josegreen
07-01-09, 01:01 AM
well i got the decimation and 3d print plugins so far, cant wait for goz

Ledux
07-01-09, 01:30 AM
is there going to be goz for 3dmax?

josegreen
07-01-09, 01:33 AM
is there going to be goz for 3dmax?well this is what its says in the small print under the video

"Preliminary release of GoZ (as seen in the movie) will be included in the upcoming Macintosh -free of charge- update and will support OSX applications: Maya, Modo and Cinema 4D.
The complete GoZ implementation will be included with the launch of ZBrush 4 for Windows and Mac systems with support for more GoZ-enabled applications.
ZBrush 4 will be a free upgrade for all registered users of ZBrush on Windows and Mac systems."

so im sure max will be one of those

Rastaman
07-01-09, 02:26 AM
Geil :tu: :tu: :tu:

kromekat
07-01-09, 02:56 AM
well i got the decimation and 3d print plugins so far, cant wait for gozI notice the Mac versions of these are now available for download - but it says 3.2 - Will they work in 3.12?

Adam

marcus_civis
07-01-09, 03:24 AM
I notice the Mac versions of these are now available for download - but it says 3.2 - Will they work in 3.12?

Adam

3.2 is available. :)

neilford
07-01-09, 07:39 AM
Where is 3.2?

neilford

neilford
07-01-09, 08:51 AM
Got 3.2. It is pretty cool, but very preliminary tests.;-0

neilford

caseyjames
07-01-09, 11:27 AM
This is incredible. I hope the material settings are handled automatically as well -- a new mia_x_passes or whatever template is selected hooked up and assigned.

I really hope they make a link for Nuke. I know its a compositing application but imagine how that could change what composition means.

Bas Mazur
07-01-09, 12:55 PM
Realy nice and a big time saver! Thanks Pixo!

Webhead
07-01-09, 02:20 PM
Thanks, Pixo! With GoZBrush, Now, even I can get good results quickly with little effort. Tried it out with the sample ball ztl that comes with the GoZBrush video. It seemed to work fine. The GoZBrush video didn't cover creating UV Maps, and I'm not 100% sure about how best settings to create UV Maps in ZBrush 3 to use in Modo, but decided to try my own quick test, and it seemed to work quite well.

GoZBrush Test.jpg

SolidSnakexxx
07-01-09, 10:42 PM
This is completely insanely awesome! :tu: :tu:

ChrRambow
07-01-09, 10:50 PM
I want it now! For Windows... One month more to wait :(

skello
07-02-09, 05:41 AM
So fun to use !! Thanks

wolfsoull
07-02-09, 06:02 AM
he will have pipeline with 3dsmax!!?

HaloAnimator
07-02-09, 12:58 PM
Man, GoZ sounds so awesome... now I am using XSI and I am wondering if Go Z will append the current model just like ZAppLink does with images. I would not want 200 of the same model in my scene

Sigmund Hentze
07-02-09, 01:51 PM
This is Sick... cause I ain't got it yet...

Good going guys... can't wait...

Ziggy

DimitrisLiatsos
07-02-09, 02:45 PM
It is tottaly sick how fast you can do so many stuff with GoZ.
Cool work Pixologic. :tu:

Kanga
07-02-09, 09:09 PM
This is so incredibly clever. Everyone has been bitching for years about modeling tool additions, you guys just gave us the whole shooting match in one master stroke! I am enjoying the video installments a lot.

Total original problem solving at its best.

Cheers Chris.

GLachance
07-08-09, 02:00 PM
3ds :(

Maxmate
07-09-09, 06:40 AM
Do I need more RAM for this to work properly? At the moment I have 5GB

pciccone
07-10-09, 05:46 AM
New SubTool Master for 3.2 available. Thank you Pixo!

twistedblue
07-14-09, 09:24 PM
Just wondering If there will be a GoZbrush for XSI.
OOOOH, I hope so.
Thanks TB

acmepixel
07-15-09, 06:44 PM
Here's my official Request for the GoZ GroBoto 3 link. It's a cross platform app. Hopefully version 3 will be out later this summer.

Darrel's Groboto Zbrush UHF-Head WIP (http://209.132.96.165/zbc/showthread.php?t=61393&referrerid=74302)

Groboto Zbrush Lab (http://209.132.96.165/zbc/showthread.php?t=60734&referrerid=74302)

Groboto 3 and Zbrush (http://groboto.com/version3_mesh.html)

Groboto Gallery (http://groboto.com/showgallery/)

TJX
07-16-09, 11:42 AM
What about VUE? No one's mentioned that yet, is it possible that this could work with VUE?

acmepixel
07-16-09, 06:40 PM
Probably because Vue Infinite is not a modeler, and Vue Xtreme already works inside Max, Maya, C4D and others. So there is no need.
:)

lilalex
07-17-09, 07:38 AM
I see Pixologic is using the ol' "Seamless Modeling a Male Bust with a Tree Growing Out of Its Head and a Small Upside Down City at the Base with a Number of Different 3D Software Packages" routine.

Mighty impressive, Gents - mighty impressive.

la

DragoCG
07-17-09, 10:47 PM
I've started working with goZ and it's really cool. I am having an issue though. Maya takes and reads both the color map and the normal map that ZBrush generates, but it doesn't seem to be reading the displacement map it generates. Has anyone else had this issue? If there are any additional settings or adjustments that need to be made, please let me know. (*note - I created my UV map using PUV tiles.)

PS: I do have high quality rendering and hardware rendering on, and I am using Mental Ray renderer at production quality.

PSS: I'm using this on a demo version of maya 9 while I'm considering the upgrade.

varek3d
07-19-09, 10:54 PM
I loved the demo, however I'm curious to know the music you used, I found it way cool as well :)

Landrafter
07-22-09, 10:11 AM
In the past I have been less than enamored with the lack of communication that has been an inherent part of the Pixologic experience.
Would you mind telling me.....? Silence.
This doesn't seem to ...... Silence.
Why can't I ........ Silence.
I bought the Mac version back when it didn't exist and spent two years bitching and moaning about no ZBrush, lost revenue, missed opportunities and the inevitable package envy that I suffered whenever I called around to my PC wielding friends. (Yes, I have friends!). Since I started with 3.12 I've fallen in love with ZBrush (except for the fact that we still can't get the normals out of it for use in other software on the Mac) but now, with this workflow tour de force I would like to say, hand on my heart, You Guys Rock. I further unreservedly apologise for any bad feeling I have engendered with my online whinging and would like to humbly bend over and pucker up and beg that you sort this stunning GoZBrush workflow enhancement out for LIGHTWAVE on the MAC.
Pretty Please?
Aw go on.
Yes?

aurick
07-22-09, 10:58 AM
In the past I have been less than enamored with the lack of communication that has been an inherent part of the Pixologic experience.
Would you mind telling me.....? Silence.
This doesn't seem to ...... Silence.
Why can't I ........ Silence.
I bought the Mac version back when it didn't exist and spent two years bitching and moaning about no ZBrush, lost revenue, missed opportunities and the inevitable package envy that I suffered whenever I called around to my PC wielding friends. (Yes, I have friends!). Since I started with 3.12 I've fallen in love with ZBrush (except for the fact that we still can't get the normals out of it for use in other software on the Mac) but now, with this workflow tour de force I would like to say, hand on my heart, You Guys Rock. I further unreservedly apologise for any bad feeling I have engendered with my online whinging and would like to humbly bend over and pucker up and beg that you sort this stunning GoZBrush workflow enhancement out for LIGHTWAVE on the MAC.
Pretty Please?
Aw go on.
Yes?
Please post in the Q&T Forum concerning your difficulties getting normal maps out of ZBrush 3.2. Be sure to include a detailed description of your steps and settings. Thanks.

CyberSpawn2100
07-23-09, 02:22 AM
Here's my official Request for the GoZ GroBoto 3 link. It's a cross platform app. Hopefully version 3 will be out later this summer.

Darrel's Groboto Zbrush UHF-Head WIP (http://209.132.96.165/zbc/showthread.php?t=61393&referrerid=74302)

Groboto Zbrush Lab (http://209.132.96.165/zbc/showthread.php?t=60734&referrerid=74302)

Groboto 3 and Zbrush (http://groboto.com/version3_mesh.html)

Groboto Gallery (http://groboto.com/showgallery/)Hay! thanks to mentioning this I guess their are more 3D apps than one can know about. I checked out all the galleries I can't think of what I would use it for other than making robots but this a very interesting program. Reminds me of TopMod.

The GroBoto description of the way tech works I read in the linked thread of GroBoto not being mesh based but completely parametric. GoZ would come in handy for rapid import of meshes for Reference and rapid export of output meshes.

bogeywash
07-28-09, 04:19 AM
so anybody got any idears when the next anoucment will be or if there are going to be any at all?

DragoCG
07-28-09, 06:54 AM
Will there be any official posted instructions (pdf) for using goZ? I watched the preview and it looks great when jumping back and forth with one solid model, but I'm not sure how to do it when your model has multiple assets in Maya and you want to port all of them over as separate subtools in ZBrush. Also, I'm still having difficulty generating displacement maps. The color and normal maps port over fine, but the displacement isn't there. Any tips?

cookepuss
07-28-09, 11:58 AM
so anybody got any idears when the next anoucment will be or if there are going to be any at all?I wish I knew. They said August, which is only days from now. My guess is that they might try to release it to coincide with the SIGGRAPH exhibition dates, which are Aug 4-6. Not saying that they are or that this will be their plan. It's just a "my guess is as good as yours" sort of speculation.

tomanyxy
08-17-09, 08:39 PM
Please, please please please, add 3DS Max support!

RawSunlight
08-17-09, 11:01 PM
Yes, MAX!!!!!!!!!!!!!!!!!!!!!!
Pretty please...with a cherry on top!
promise to do some spectacular work if you do :)

Hobsend1
08-23-09, 12:35 AM
Here's another vote for GoZrush-for SoftImage|XSI.

-Hob

shane619
08-26-09, 03:08 PM
Can any of u tell me how he did thos buildings on the bottom of the model. What tools did he use to do all that?

CyberSpawn2100
08-27-09, 11:45 AM
well if you look carefully you see its almost all done with the extrude tools.
the smooth preview. someone should be reading the large and excellent help files that accompany Maya.

BTW why is everyone keep asking for 3dsMax and XSI when they clearly show and have said it going to be in there ?!? I more interested in GoZ for 3Dcoat or Vue8 or even tarraGen that would be nice.

If none of the apps crash while trying to do it I'd like to make some cool Combo-videos where I show a complete project form begining to end tossed between ZBrush and Maya and PhotoShop FTW!. and @ the end say comboooo-backer!!!! for no reason :D

shane619
08-27-09, 02:32 PM
well if you look carefully you see its almost all done with the extrude tools.
the smooth preview. someone should be reading the large and excellent help files that accompany Maya.
yes the extude and smooth preview are obvious, but there are some things that were done with the single click of a menu button which i was curious about. particularly what he used to select the corncerned edges then crease them to make them look rigid.

CyberSpawn2100
08-28-09, 08:41 AM
err the crease edge tool in the edit polygon menu (its way at the bottom)

shane619
08-28-09, 10:09 AM
hmm, i did ask for the one used to select the edges for creasing. its ok i'll figure it out. thanks anyways

HystericKeyframe
08-30-09, 05:00 PM
Pixologic - I bow to you!

Here is my story:

One day...after using Zbrush for quite some time...I've said:
Darn it! wouldn't it be awesome if I could merge this lower body of my model with the upper body of my other model. I just LOVE how I've done them both and I DO NOT want to do it all from scratch again! Shame there is no efficient way to merge it :(

Some other day I've also said:
Man wouldn't it be super awesome if I could somehow make Maya and Zbrush directly collaborate. That would be an ULTIMATE creative weapon and I could easily edit my model's topology while still maintaining its shape, its all subdivisions and all the details that go with it...MAN like a dream come true!

Yet another day I've also said:
MAN WOULDN'T IT BE FREAKING SUPER SAIYAN AWESOME IF SOMEBODY WOULD FINALLY CLEAN ALL THE MESS WITH ALL THIS IMPORTING/EXPORTING/APPLYING/ADJUSTING OF THOSE WRETCHED DISPLACEMENT MAPS WHICH ARE THE TRUE NIGHTMARE FOR AT LEAST 99% OF DIGITAL ARTISTS IN THIS WORLD!!!

HOW HARD!? SERIOUSLY, HOW HAAAAAAARD it could be to come to PC, throw him one binary slap and tell him in a binary language "LISTEN DUDE! HERE IS YOU'RE FREAKING DISPLACEMENT MAP! WHITE IS A HOLE, BLACK IS A HILL!(or vice versa) SET THE OFFSETS AND FREAKING INFLAT/DEFLAT EACH VERTEX/PIXEL TOWARDS HOW THE FREAKING DISPLACEMENT MAP TELLS YOU!!!
HOW HAAARD IS THAT!!??!? HOOOOOW HAARD COULD IT BEEEE??!?!?!?!! MWAHAHAHAA HA HAH WAHAAA WAHA HAHAHAAAAAAA(hysteric attack)

Then some completely other day I woke up to realize that ALL this will be solved soon with this AMAZING GoZ tool.
This is seriously THE BEST improvement in the history of the design software, no kidding.
This is EXACTLY what I've been searching for all this time and I am sure not only me but majority of 3D artists around the world.
I cannot believe it, its almost too good to be true...Its almost like - hey wouldn't it be great if I had a nice little decent renderfarm at my home! and then suddenly TUFF! a beautiful huge studio with 100 top notch PCs falls from the sky right in front of me.
ITS THAT GOOD! trust me :P

I hope this post didn't disturb anyone and I hope you realize how huge pain-release this GoZ tool will be for me and many of us...don't you agree?

P.S.
STUUUUUUUUUPID displacement maps! grrrrrrrrr...

CrazyMatt
08-30-09, 06:33 PM
Incase if you havn't noticed...
GoZ isn't coming out until the end of September.:confused:

SilentKiller
11-05-09, 10:27 AM
When will it finally come for the PC?

BazC
11-05-09, 11:52 PM
When will it finally come for the PC?

When 3.5 is released for Mac! ;)

Sigmund Hentze
11-06-09, 12:37 AM
Haven't done much in ZBrush lately, waiting GoZ.......

Still a great program, but would like to integrate with Modo....

Hope to hear from Pixologic team soon, or shall I rather ask Father Christmas in my Christmas wish list....

Ziggy...

evomedia
11-30-09, 02:20 AM
Any update pixologic? When is goz going to be available on the pc? Any type of estimate would be nice as I was waiting for months for goz on the pc having been told it would be in... Only to find it abscent when 3.5 arrived...

Mac's had it for months, I've been patiently waiting... and waiting... and waiting...

I waited for v4 in august that never showed

Then told only 3.5 but still would have goz...
I waited for 3.5 for months.... no goz...

I waited for 3.5 r2...no goz...

Will finally arrive in 4 we are now told.... when? Abslutely no idea, not even a sticky with an estimated date...

Very difficult for us commercially to never even be able to guess when it'll arrive...

Been 7 months now :( Can we just get an estimate? Getting fed up checking every 2 days for month after month... all I want is a rough date to check back.

Support
11-30-09, 02:34 AM
About GoZ

GoZ is composed of two parts, one is within ZBrush, the other is within the target application.
ZBrush 3.5R3 already contains the ZBrush side of GoZ which allow you to...

1. Export Import GoZ file format. This is faster, smaller file size, more reliable and contains much more ZBrush data than OBJ format. So whenever you need to export a file with the intention of importing it back to ZBrush, use GoZ.

2. GoZ introduced a more reliable way of transfering high res details to an imported mesh, even if the imported mesh has new topology. You can already make use of this in R3. Export a low res of your sculpted mesh , import it in another application, modify the topology and import it back into the same ZBrush tool. You'll be asked if you want to transfer the details to the new mesh, click yes and you'll have your high res details (including PolyPaint) transferred to a new mesh.

3. Import export templates. Almost any text-file format can be created with the GoZ import export templates. See the ZStartup ExportImport templates for examples.

To conclude, GoZ in ZBrush 3.5R3 for window, and 3.2 for MacOSX, are fully functional, what will be added in the future is the part that is associated with each target application. In fact, there is already a Maya part that is included in R3. You can export/import .ma files directly. This allows you to export from ZBrush one .ma file which will include any displacement, texture and normal map that you have assigned to the mesh and when you load this into Maya, the shading network will already be set, including displacement scale and offset, so all you need to do is render it.

evomedia
11-30-09, 03:26 AM
Thanks for the heads, so goz is included in r3 in the end not r4, missed the announcement that r3 would included goz after all.

M i c h e l
11-30-09, 04:03 AM
How to use it and where to find it into the application ?

Sigmund Hentze
11-30-09, 04:56 AM
Is this the full swing or only for Maya.... Modo included?

I have been sitting back waiting and not doing much in ZBrush, as I like the art side of 3D and not the rocket science... I think many others have done the same, so sometimes its bad to make announcement that are going to take months...

None the Less, 3.5R3 is great... Thanks a mil...

Ziggy

evomedia
11-30-09, 05:19 AM
So actually the only real use at present is to export your zbrush models for use later in zbrush? basically so you can re edit in zbrush? Aint that what saving tools does anyway

Pretty disappointing that I still can't use goz between c4d and zbrush...
So WHEN will stuff like c4d get the UI and export functions?

Come on guys after 7 months waiting a straight answer would be nice, having half of gozbrush working aint really a help, hardly what we are waiting for... you guys know we want that sped up workflow!

when is it going to be fully functional? r3.5 via update? v4? do I have to wait another 3 months for another update without a functioning gozbrush?

asaxon
11-30-09, 05:35 AM
About GoZ

To conclude, GoZ in ZBrush 3.5R3 for window, and 3.2 for MacOSX, are fully functional, what will be added in the future is the part that is associated with each target application. In fact, there is already a Maya part that is included in R3. You can export/import .ma files directly. This allows you to export from ZBrush one .ma file which will include any displacement, texture and normal map that you have assigned to the mesh and when you load this into Maya, the shading network will already be set, including displacement scale and offset, so all you need to do is render it.

But I can't find it in R3? Unless you mean it works with R3 but has yet to be released?

I've noticed a few GoZ files in the ExportTamplates folder, but I reckon they are not going to do much at the moment?

Either way, it all sounds great, and when GoZ is released, my work can commence!

bicc39
11-30-09, 06:10 AM
Many, many thanks for this clarification, appreciate it.
Maya Kids thank you

bicc39
11-30-09, 08:03 AM
asaxon, don't know if this is what you mean but....
After reading support's post
Imported a poser head into zbrush cranked it up to 2 million poly.
Added some detail, lowered resolution and created a displacement
map. Exported from Zbrush as a maya (ma) file.
Opened it in Maya 2009 ( get message was made for lower version)
detail and displacement map there....presto( texture too)
As any Maya user will tell you getting displacement maps into Maya
from Zbrush in one step ain't bad.
In export, goz is mentioned,can't wait to see what that does....

asaxon
11-30-09, 10:17 AM
Bicc, ah ok. I was referring more to the preview GoZ videos they put out a while back. I thought there was button somewhere that I missed. Hopefully it will be here soon, as I use Cinema 4D and Maxwell renderer.

jinchoung
11-30-09, 04:12 PM
howdy,

so was excited to find that the bare bones of what i needed was there and tried it out on a trivial object.

1. the export to .ma works beautifully. if you export the base cage, the base cage shows up beautifully in maya. if you export the hires, the hires looks as it does in zb. great.

2. but the .ma import FROM MAYA with the preservation of higher level sculpt detail does NOT work.

----------------------------------------------

- i DO get a prompt that tells me that the topology has changed and asks if i would like to preserve or obliterate the higher level details.

- whether you click preserve or obliterate, the detail is gone. if you had more than one subdiv level, they're all gone at this point.

- any edits done in maya (like extrudes and such) do not show up unless you delete history in maya first.

jin

gabo1991
11-30-09, 06:33 PM
Hello Jin

If you are adding edge loops or extrusions in Maya try exporting it as an obj and then importing it on top of the same tool that has subdivision levels. You will be asked,

The Topology of the mesh has changed.

Press Yes to transfer high-resolution details to the modified mesh.

Press No to delete high resolution details.

You want to press Yes. Then the new mesh will have the sculpt of the mesh without the changes projected into the new mesh. Let me know if this helps.

Paul

jinchoung
12-01-09, 01:21 AM
hey paul,

thanks but that doesn't work for me either. neither .ma or .obj. but for .ma you do have to delete history to get any kind of difference in zb.

again, it DOES ask if i want to keep the detail but when i select yes, i get the modified topology model but all subd levels are gone inside of zb.

is this actually working for you?

jin

jinchoung
12-01-09, 01:34 AM
ohhhhhh....

it only works on the HIGHEST SUBD LEVEL?

so it does work but if in zb, i had 3 subd levels, i can't export the BASE CAGE (level 1) into maya, change the topology, bring it back into zb with the changed topology and get the detail in subd levels 2 and 3 back....

hmmm... not as useful then... didn't the video example with tree head have examples of sending arbitrary levels back and forth and preserving detail in the higher subd levels?

thanks.

jin

jinchoung
12-01-09, 02:23 AM
oh and re-watched the video of tree head man.

everything around the part where the artist starts adding bump detail and makes the hole in the tree head? that does not seem currently possible.

in the video, the maya mesh has the high frequency sculpt detail on the base cage but there doesn't currently seem to be a way to replicate that workflow.

is there?

jin

Support
12-01-09, 02:31 AM
jinchoung (http://www.zbrushcentral.com/member.php?u=11905): It is working just fine. You export the low res, modify the low res, import back the low res and ZBrush will auto-subdivide and project your sculpted details.

What you are getting may be due to too small scan distance value. You need to increase the scan distance (try max dist for a test).
Here is how...
1. If you mesh has only one sub tool, temporarily append another.
2. Now you have the "Project All:Dist" enabled, set it to Max
3. Hide or delete the temporary tool.
4. Test it.


If you still can't get this work, I'll post a more detailed step-by-step.

jinchoung
12-02-09, 11:48 AM
woo hoo,

thank you support! that was it. so when i bring a maya topology-changed mesh back into zb, i do indeed get the topology change and also the detail that i had on higher subd levels when i set the projection to max.

but one thing i'm still not getting is seeing the higher detail levels in maya via a bump or displacement or something... (tree head man had some of this going on, they were still editing the base cage in maya but you could see the high res detail as bump(?). is there a specific of way of replicating that?

thanks much!

jin

nstine
12-02-09, 12:14 PM
I believe you have to create any maps in zbrush that you want to transfer to maya first. So do any sculpting/polypainting that you want sent to maya and then generate the maps like normal map/displacement/texture/etc and now export the the file to maya. I believe it should now appear in maya with those maps already set up.

jinchoung
12-02-09, 12:25 PM
that's what i would have thought too but if you check out the tree head man video, it seems like it's just somehow part of the process.... so i'm wondering if maybe it is and i'm just missing something.

jin

nstine
12-02-09, 01:38 PM
It could be that the full version of goz will do it all for you, but it could have possibly been done previously for the video and they just left the creation of the maps out simply to show more of its overall uses.

gabo1991
12-02-09, 08:56 PM
that's what i would have thought too but if you check out the tree head man video, it seems like it's just somehow part of the process.... so i'm wondering if maybe it is and i'm just missing something.

jinYes if you have any of the maps in the previews and then export the .ma file when you open that in Maya the scene will automatically have the shading network created with the maps assigned.

Paul

poda
12-03-09, 05:55 PM
About GoZ

2. GoZ introduced a more reliable way of transfering high res details to an imported mesh, even if the imported mesh has new topology. You can already make use of this in R3. Export a low res of your sculpted mesh , import it in another application, modify the topology and import it back into the same ZBrush tool. You'll be asked if you want to transfer the details to the new mesh, click yes and you'll have your high res details (including PolyPaint) transferred to a new mesh.



I tried this and ran into problems. Any idea why?
goZUpdateProb.jpg

CrazyMatt
12-03-09, 07:04 PM
I tried this and ran into problems. Any idea why?Simple.
You chose to export you're mesh at level 2, when you are supposed to export it from level 1.

If you want to do an export at level 2. De-Subdivide down to level 2, and press the "Delete lower subdivision" button. Then export/import.;)
Also take note that if you are doing a GoZ like operation of export and import from ZBrush>3ds Max>Zbrush. The only problem that stands in all ways is that it does not preserve you're polygroups upon re-import into Zbrush.

Support
12-04-09, 11:54 AM
I tried this and ran into problems. Any idea why?

also...if you get partial transfer it may be due to a too small scan distance in the project all slider. increase the value and try again.


Note: You'll notice that at the end of the remapping process, the mesh may be partially masked. The masked areas (dark) indicating areas that have been fully transferred from you sculpt. For example, if your original sculpt was a detailed torso mesh and you have exported a low res mesh to another application, then added head,arms,and legs to the mesh and re-imported it into ZBrush, the result will be a masked torso with remapped details and unmasked head/arms/legs indicating new additions to the base torso mesh.

Gordon Robb
12-04-09, 03:47 PM
Been trying this with Lightwave, and I have to say I am impressed.

I took a sphere and 'reconstruct subdivision' a couple of times to get it down to a few polys. then sculpted on it a little. Export, import in to LW, did some messing with adding edge loops etc, Export and import back into ZB. It asked me if I wanted to transfer details, and hey presto it worked. Result.

However, I then added geometry, ie extruded donw to create a neck in Lightwave, but when I imported that, it got a little messed up. Should I be able to add to the geometry, or only alter the topology?

oR_Creeper
12-04-09, 04:32 PM
Been trying this with Lightwave, and I have to say I am impressed.

I took a sphere and 'reconstruct subdivision' a couple of times to get it down to a few polys. then sculpted on it a little. Export, import in to LW, did some messing with adding edge loops etc, Export and import back into ZB. It asked me if I wanted to transfer details, and hey presto it worked. Result.

However, I then added geometry, ie extruded donw to create a neck in Lightwave, but when I imported that, it got a little messed up. Should I be able to add to the geometry, or only alter the topology?
What file format did you use to export to LW? Obj? Just curious since I am LW'ing too. Thanks.

Gordon Robb
12-04-09, 04:56 PM
Been using OBJ. Is that not what I should be using?

CrazyMatt
12-04-09, 08:46 PM
However, I then added geometry, ie extruded donw to create a neck in Lightwave, but when I imported that, it got a little messed up. Should I be able to add to the geometry, or only alter the topology?You can add and remove geometry. The main thing to be remembered when re-importing any newly edited geometry into Zbrush. Is to see that it's still at Level 1, before re-import.

The biggest of problems I have encountered was 2 things. 1 Some applications (not maya) will remove all information of your polygroups upon re-import into Zbrush. 2nd, sometimes upon re-import. You may lose all high subdivision levels, and just simply overwrite the existing sculpt you had earlier.

oR_Creeper
12-04-09, 11:25 PM
Been using OBJ. Is that not what I should be using?
No idea. Was just curious if it was exporting LWO format (I looked and couldn't didn't see LWO option but there were other file extensions that I was unfamiliar beyond the MA for Maya). ZB is supporting Maya and the MA format. I would guess that OBJ would be fine, just won't have the same flexibility as using LW's LWO format. Guess we'll ahve to wait patiently and see if ZB supports LW in the future.

Gordon Robb
12-05-09, 12:41 AM
OK, perhaps I'm missing something.

I start with a base mesh...

ZBLevel1.jpg

I sculpt some stuff on it (ignore the quality).

ZBStart.jpg

I export it at level 1 and take it into LW, adding some geometry..

ZBAdjusted.jpg

I import it into ZB and it asks me if I want to add the hi detail, I say yes and this is what I get. When I look at the distance slider on the project all (I take it you mean in the SubTools menu), its not available, before or after importing.

ZBAfter.jpg

What am I missing?

gabo1991
12-05-09, 10:04 AM
Hello Gordon

Just add a subtool to your head so that you will have Project All active. Don't worry about what you add because you will delete it when done. :) When you import the new mesh and yes the result will be the same. All you have to do is undo once and then change your PA Dist slider and import again.

Keep playing until you get the right setting.

Let me know.

Paul

poda
12-05-09, 10:26 AM
Thanks for the info Crazy Matt, Support and Paul.

Gordon Robb
12-06-09, 03:53 PM
OK, I'll give that a bash tomorrow. Thanks.

jyp4ever
03-08-10, 06:35 AM
so crazy~~~

wow20006
03-08-10, 01:46 PM
when GoZBrush is available for windows ?

Clappy71
03-08-10, 03:05 PM
when it's ready...