1. #16
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    Stunning! I was just thinking about whether I should renew my subscription to Ryan's ZBrush workshop or not - I now have my answer! With all the money I've saved from not having to pay for these amazing updates to Zbrush I can put towards Ryan's fantastic videos so that he will continue to make them as Zbrush evolves even more.

    These new features are truly amazing. From what I could tell from these videos Dynamesh isn't just triangles like Sculptris but quads. This is just great.

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    Quote Originally Posted by Mr.Natural View Post

    These new features are truly amazing. From what I could tell from these videos Dynamesh isn't just triangles like Sculptris but quads. This is just great.
    Hmm. I'm not as sure. In the second vid Ryan makes use of a tool called "Curve Tri Fill" (at least, that's what it sounded like he said), which makes it sound like the geometry he's creating there is triangular. It sounds like there are new remeshing options, so I imagine its just a matter of re-meshing to get a suitable mesh for further refining, but still, that would be another intermediate step.

    I guess we'll find out later this week.

    [edit] Actually, I screencapped a quick flash of his tool menu in the vid, and it looks to me there's another tool that might be called "CurveQuadFill". If thats so, I don't know why he would choose to work with tris in that situation. You can speculate for yourself from this blurry screengrab .


    Last edited by Spyndel; 09-20-11 at 11:31 PM.
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    Wow - Ryan, thanks so much for giving us something to watch to tide us over. I am really getting excited to use these new features, and your videos are a wealth of information.

    Thanks!

    -Steve
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  4. #19
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    Awesome!! Thanks for sharing these videos Ryan !!
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    thanks!!!

  6. #21
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    Thanks for the videos, Ryan!

  7. #22
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    Really cool vids, and nice ideas!

    Maybe I'm old school, but I still don't really see the point in doing non-organic, completely hard surface work in ZBrush... maybe it's for a new breed of artist who doesn't like working with traditional modeling packages? For example- in one of the videos there's a point where you say something like "And to get to this point it only took me 20 minutes". My first reaction was "only 20!?" Something like that should only take 5 minutes in a traditional modeling app, even taking freeform loose design into consideration. It also takes 4 or 5 tries to get the shape you were after, drawing the 'create from outline' or whatever, and then when you weren't happy with it you used the move brush to tweak it into position- and ultimately ended up smoothing out some of the hard edges (on accident?). It's somewhat frustrating to watch (based on my own experiences with attempting hard surface work in Zbrush), because I sometimes just want to grab the freaking vert and move it where I want it to go :P

    And to be absolutely clear: I'm not trying to criticize- I'm hoping somebody can give me some information that I'm missing... because after all of the Z4 hard surface hoopla, I'm still not sold on its usefulness. I want to be! I want to believe that it's this super fast and useful way to create hard surface stuff, but everything I've seen seems slow as hell (relatively speaking).

    For example-

    I tried my hand at doing hard surface work in Zbrush, the idea of shadowbox was super exciting.. but I found that after all of the masking, polishing, creasing, and smoothing (not to mention the PILES of subtools with no way to organize them), it really didn't save me any time at all... so I figured maybe it was just me.. let's talk to an expert.

    I have a coworker who swears by shadowbox, and has done some extremely nice stuff with it- I couldn't even tell some of his work was done in zbrush, it looked like it had been done with a traditional SubD workflow. He told me that I'm just not used to it, and that it gets easier/faster to work with- so I arranged a friendly competition. We both took the same design for a gun (not really organic at all, your typical M16GL type of job), and I knocked it out from start to finish in about 6 hours (no UVs, textures, whatever.. but finished, and detailed). His was pretty far along as well, but lacked any real polish. It certainly wasn't to the same level I'd seen his other shadowbox work at.. And to top it off, his topology was completely unusable for anything other than a decimated export->render..

    So I guess my point is- If the primary purpose of ZBrush's hard surface tools are to aid in concepting (because the topology is no good for production), shouldn't they at least be easier/faster to use than a traditional modeling workflow?

    I hope I'm not going too far off topic here, and I'd welcome any thoughts on it.. I'm quite certain that the sculpting tools in Z4R2 are going to blow me away as usual- I'm just curious why anybody bothers to do completely hardsurface work in it.. this video supports my concerns that it takes way too much time to do relatively simple things..

    I can definitely see the perks for somebody who is new to modeling- you don't have to worry about all of the various subd rules.. poles, ngons, terminating tris, changing form, etc.. you just take two shapes and bang them together et voila. (after mush polishing and masking, obviously ) But surely that can't be the only perk of using zbrush for hard surface work, can it?

  8. #23
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    Hi testure

    I agree that some simpler mechaincal shapes are esaier to control witha direct vertex moving approach...this said i found this easy to do when you already know where you going with the design ...i guess that when you watch a concept sculpt video you already know where the shape is going since the artist abstracted it for you and you basically reverse engineer it in your head saying "wait a minute i could have done that with a simple box!"

    certain shapes are defintely faster to do with few points and manipulations yet the overall design and shaping approach of sculpting is far faster in the long run because of the flexibility of being able to go from simple to complex or complex to simple...

    To use your "m16" example you already know what you are doing (an M16 or close to M16 type of shape) and you can already break it down into simpler components as the real thing (cilinders, boxes etc) this way you are not really trying to find shapes but you already found it and you are now reproducing it.

    But your point is valid...in fact you could go even further and say..."what is the point of modeling a hand since i can copy and paste an already modeled hand"...the problems arise when teh shapes you preplanned start changing dramatically and needs to be cut, merged stretched or erased...this is when a mesh free approach is valid.
    Also all this tools and particularly this realease of Zbrush is clearly aimed to the conceptual stage when often some concept artist are capable of fidning shapes that will become guns or spaceships or nothing or a detail in a creature,,,at this stage it is very hard to really preplan imho.
    Last edited by gasoil; 09-20-11 at 11:41 PM.

  9. #24
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    as usual ryan i must say...BRILLIANT!!
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  10. #25
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    Quote Originally Posted by testure View Post

    "And to get to this point it only took me 20 minutes". My first reaction was "only 20!?" Something like that should only take 5 minutes in a traditional modeling app
    I feel the same way...

    -I'd like to use ZB all the time but I still use Maya on and off.
    -Its faster for me to do hard surfaces in Maya.
    I'd like to see Ryan's New video on a gun in ZBworkshops, haven't got around to it yet.

    -Thanks Ryan for the videos, most of what i know about zbrush is from your videos, thanks again

  11. #26
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    Thanks Ryan, imformative as always, good to see these tools in action in more depth.

  12. #27
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    it will revolutionary version. You should pay attention to new ligths properties: enviroments map, light cap, distance.. It sounds good for BPR. And I have questions: why dynamesh work with so dark material?

  13. #28
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    Thanks Ryan... these are simply great... and i am sitting on the edge of my chair waiting for my copy....

  14. #29
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    great work Ryan!

    Was able to tide me over till I get the e-mail. So excited!
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    Yet again Ryan thanks for opening my eyes to possibilities and thanks to Pixologic for such a good product.

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