1. #76
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    Quote Originally Posted by Arthaven View Post
    I think everyone would agree with that. But who is to say Pixo isn't working on those things? That these steps we are seeing are the building blocks for those other things to happen? I don't recall Pixologic failing to deliver innovative tools for the times. Until that starts to happen then I can start critiquing their judgment. You can't reach the top of the mountain in one step, you must take the step in front of you. This is extremely complex stuff we're wanting and I would imagine each program would have to be figured out individually (OUCH!).

    I've just been wanting some easier specific retopology tools. They may even exist within the current matrix if someone is creative enough to combine the right settings.

    EDIT:
    BTW, Speaking of retopology; Really nice retopo beta you have there.

    Lets hope they are. Honestly I do think BPR is very useful for quick conceptual type renders, but it has reached a point where all I can say is "cool" to these new BPR advancements as I continue working with Mental Ray for the foreseeable future. Naturally, I would love to see improvements to the integration with a typical rendering pipeline instead.

    Thanks for the compliment on my Retopo tool!
    Last edited by Crispy4004; 12-19-11 at 01:32 PM.

  2. #77
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    Crispy4004
    - I must agree, very nice topo tools indeed! Maya should have this built in directly. Looks rather topogunish ..that is a good thing!

  3. #78
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    Thumbs up

    Great render... I haven't used Zbrush in while I really need to hop back in and tune up my skills

    Quote Originally Posted by HammerHead View Post
    really awesome!

    But, There is no hair and eyebrows!

    Hair/Fur feature is desired in ZBrush 5.
    Zbrush already has Fur shader dude you just have to tweak it a lot to get realistic results
    ZBrush - Narrowing the gap between Imagination and Manifestation DeviantART

  4. #79
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    Great demonstration of Zbrush power. I'm new to Zbrush, and the more time I invested in this convention-defying creative tool, the more I wish I could just stay within the program all the way to final bake render.

    I enthusiastically agree with almost everything Morph Division said in this thread so I will just quote and bold/highlight my emphasis...

    Quote Originally Posted by Morph Division View Post
    It wouldn't need to be node based, but simply a way to 'cook' 'bake' a set of attributes into one material. therefore removing the need to blend materials which have more attributes than you need. As is demo'd in the video.

    For example,
    From a list you would add what you want then 'bake' / 'cook'.
    add sss, spec, 2spec, textures, indirect, direct, reflection etc...
    This material is now saved and can be used.
    The difference being only the attributes you need are present.

    This would also be awesome for brushes too.

    The one thing which is annoying about materials and brushes is even though you can save them out, tweaking is more an exercise in going through seemingly endless attribute lists.

    Its great to have that much customisation, but when you got what you want it makes sense to reduce the screen clutter.
    Hence bake or cook material and brush.

    Also being able to apply a texture as well as an adjustment curve to any material attribute is needed, if you really want shading in zbrush to be helpful.

    ...

    To clarify, instead of plugging materials into materials, why not plug attributes into materials?

    Its fine to have zbrush as a totally 'unique' app. Just means that for artists with access to other apps for rendering and texturing and most importantly concept and look development. Zbrush won't be used as widely outside of modeling which is still its strongest feature.
    The die hard fans will cling on, but to be honest better and faster results can be acheived outside of zbrush with regard to rendering and texturing even if only for concepting. I dislike jumping from app to app which is why I think pixologic should look at how to upgrade the way materials are used, a 'less is more' approach.

    Mainly how to utilise less attributes to create a look for your model, be it organic or hard surface. Once you start overloading the amount of 'tweaks' and 'attributes' you use to develop a look the harder and it becomes to translate, therefore becoming a waste of time.
    The amount of production time wasted in exporting/importing translation between multiple programs is the greatest beast of this industry. Creative Flow and Time are two most precious commodity for artists, pros or hobbyists. In the near future, when shading and lighting and even animation process get economized within Zbrush, the industry will be truly revolutionalized. Hope that day will come soon!

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  6. #81
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    amazing work
    Modeling,Shading,Rendering

  7. #82
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    Hi Pixolator,

    at the start youīve mentioned an in-depth ZClassroom movie will appear about this fantastic render feature . When will you come up with ? Forgive me if itīs already existing.
    I canīt await to get it. Itīs brilliant.

    Thomas

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    Yea, yea!! i wanna, i wanna! )
    Available for freelanceing!
    ----------------------------------------------------------------------------------------
    Online-Portfolio

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    Come on you promised! We need to know!

    D

  10. #85
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    Hi Pixolator, I'm almost speachless in admiration at your render. As a relative ZBrush newby, work of this level is truly inspirational, I can't wait to get to grips with your promised tutorial. A small request though, please could you make it drum-kit free! I have a hearing impairment which makes it difficult to hear speech clearly.

  11. #86
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    This is so cool ***12290; I love it

  12. #87
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    very amazing thank you

  13. #88
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    Dear Pixolator,

    As always "YOU ARE THe MAN" Awesome BPR render and the new Fiber Brush. Very impressive update. Thanks a lot for all the hard work for you and your team.

    Feedback : As VFX artists we like to go beyond the Turntable animation, and the depressing JPEG output. Multipass output (EXR would be awesome).
    Please consider MDD/Alembic, Camera Import from 3D Apps for future releases so that we can be free from the clutches of other BIG-ASS legacy code 3D Apps that doesn't progress mush these years like you guys.

    Good Job.

    Solomon.

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    Alright.....how did you do it???? Tell me....pretty please with sugar on top???

  15. #90
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    Default Omg

    Amazing just... amzing
    Army
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