I agree. Sure the new stuff looks awesome, but it will not replace the Mental/V-ray rendering for most people.
A good topology tool and some bug fixes would narrow down the pipeline even more, making Zbrush an even more accomplished application :tu:
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I agree. Sure the new stuff looks awesome, but it will not replace the Mental/V-ray rendering for most people.
A good topology tool and some bug fixes would narrow down the pipeline even more, making Zbrush an even more accomplished application :tu:
We'll then.
I'll try the positive attitude and say off course they have fixed the bugs (zsketching in particular) memory management etc.
And then new features are more than welcome, i couldn't agree more about a rework on the topology tools. Other apps are way ahead. I like the way 3dcoat does it, were you draw on the model which way the egdes should flow.. way cool :D
Do any of you think it's realistic to expect 64bit? or is it such a major thing that it's not something we can expect before Zbrush 4.5 or Zbrush 5?
Thanks for not letting the 2d / 2.5 artist behind, Im glad to hear about this much needed ephinephrine shot, i hope this and whatever else you guys are up to is enough... I been whining for years about a decent rendering engine I hope this is it!!
Just a little comment for the ones who think "why render? It will not replace MR/VR for most people" ;) Following this line of thinking we would kill competition and innovation. There would be no reason for anything new - what for if we are comfortable with what we have? Probably Zbrush would never have been created because at the time it wasnt a big competition to what we had work wise. Was more of a toy and then just changed the face of 3D as we know it. We dont know, here and now, into what this render may evolve in the future, right? It may be just nice addition to ZB - that is perfectly fine. Also - we dont know how zbrush will evolve and what place in zbrush will take its own render. We simply do not know the future so lets just wait and watch instead of holding back devs. Zbrush is honestly one of very few programs out there not in fear of innovation. Mudbox is playing safe being more of a maya extension, using some features selected from zbrush (remember how long it took for make posing tool in mudbox?). 3Dcoat is trying to have all possible features of all possible programs but is slow like hell and used for retopo mostly :D Zbrush is a leader for a reason. You may dislike its gliches, bugs, unorthodox UI or whatever - but it is the one who is a game changer. Let pixologic try this render feature - I am sure there is lot waiting for us in the feature.
I can't even run ZBrush 4 since my computer died and the back-up computer I'm using now isn't SSE2 compatible. It's so frustrating. :cry:
Quote:
Originally Posted by nezumi
Very wise words.
You said story of my big mistake in 3D life. at the realese time of Zbrush 2 i'm tried to learn it. but after using it for some day i thinked it's useless, it's a toy (silly).
But now it's 6 month i'm started to use it again and i think, i just wasting my life on poly, nurbs and solid modeling. this is that thing i always wanted.
For sure the new render engine have many uses and i thank to pixologic to make it for us.
Hey Aurick ...and news on if the new release will have fixed the cavity mask slider on the brush menu?...so miss that function :cry:
Well just a little comment back at your way of thinking: "why complete something and make the program the best at what it's created for, and one of the best at, when we can expand it and ad a lot of new cool features?" ;)Quote:
Originally Posted by nezumi
Following this line of thinking we would stop progressing towards the most relevant aspects of Zbrush, that most of us uses it for, and just make an all around program that can do everything, but not terribly well.
I think it's great that they expand its render capabilities, and I also love the unorthodox UI.
But my point is, I would love to do retopo inside of Zbrush without being frustrated, I mean, the feature is there, right? Why abandon it? I hope they will solve it for this version, maybe in the next sneak peek :)
zbrush need specular and gloss map layers like mudbox
I pretty new to ZBrush but not cg. ive checked out all the apps that give
and can aford any one of them,but i decided for Zbrush in my point of veiw the best app going ,it just needs a few things fixing IE a good render .hair, it has the
fiberbrush in 2.5 d why not convert that to 3d. retro would finish the app so you
would not need the likes of max, maya .
also a better export format
Has cavity mask brush bug been fixed in this update? Basically color brushes do not take the cavity option(when enabled) into consideration.
as a follow up question to "who cares about BPR", i'd like to know the thought behind it from the pixologic side. i don't really expect an answer but i'm just floating it out there... especially since it speaks to the concerns of many in the thread.
i have to confess that i'm on the side that isn't concerned at all about any kind of rendering capability inside of zb aside from that which affects sculpting and viewport interactivity.
until zb gets to the point where it can replace prman or mr and do things like hair etc, what is the point?
that's the question but i'm pretty sure that pix has a rationale about it and it would be interesting to know what it is so that the rest of us who can't get a good grasp of that possible answer can be brought up to speed.
i guess one thing that i can guess at is so that zb becomes more useful for digital illustration peeps who don't necessarily use other apps to render in and want zb to be a one stop solution.
another more distressing thought is that along with the previously introduced animation features, zb is striving to breakout of the mold of digital sculpting and illustration app and become a full fledged 3d app???? kinda like modo is doing? "distressing" because as good as zb is at what it does, i can't imagine using the zb style interface to do any of the animation work i do in maya.
if that's the goal, i'm cool with it - zb has a track record i buy into... but that would be interesting to see....
jin
Thats exactly what I'm talking about. :tu:Quote:
Originally Posted by Santis
I think this plays a bigger part in the "logic" of why/how ZBrush is developed than 3D-centric users want to admit... I think the reality is: any useful 3D-only workflow is simply a happy byproduct of the vision of ZBrush as an 2.5D illustration package.Quote:
Originally Posted by jinchoung
This part I do find more puzzling as well -- but one thing is for sure, there is no way you could animate the topology and polycounts that you can in Zbrush in many other applications... I honestly think that if they are going to pursue this aspect much further they would be better off spinning it off into a separate animation package because the ZBrush UI is reaching saturation.Quote:
Originally Posted by jinchoung
Best,
Jason.
When you look back over the various interviews that we've done with artists and studios you'll notice that there's a common thread where production artists love being able to very quickly show their work to a director without a lot of hassle. BPR provides another tool by which this is possible. The faster you can show your work and get approval, the faster you can proceed. And of course, the better that render looks the easier it is to get approval.Quote:
Originally Posted by jinchoung
On top of that, there's often a demand for turntable renders. It can help you land a job. It can help you show off your work. It can help you get director approval, win contracts, etc. BPR helps make turntables look better. So that's another thing of benefit to production artists.
TimeLine goes hand in hand with this. It can help you quickly create more impressive turntables -- such as fading in a wireframe overlay, sliding in a view of the unwrapped texture next to the rotating model, etc.
Of course there's another side of TimeLine, by the way -- one that is incredibly powerful when you actually start using it, but unfortunately something that most people don't seem to have discovered. TimeLine can help you sculpt! You can use key frames to set up visibility sets with your SubTools, link layers to work together so you can test your blendshapes out in ZBrush as you're making them, switch between views where you have textures applied, different materials applied, basic materials and so forth. Heck, you can even set specific views of your model so that you can easily jump between them.
These are tools that aren't designed to replace your animation package but rather to speed up your work. They can greatly benefit production artists, in addition to being of value to hobbyists, concept folks, jewelry designers, toy makers and all the other ZBrush artists who don't necessarily want or need an animation package. Even if you might not use a specific feature, don't assume that yours is the only way that ZBrush gets used or even the only industry where ZBrush has a home. ;)