1. #31
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    I'm actually glad to see them taking rendering to the next step! Zbrush is fannnnntastic for concept design.

    That being said, I wish the implementation of the material system was ala Maya/Softimage/Max/UDK/etc. Having a node based schematic view is so much easier to grasp visually and very, very good for organization/management as well as sharing macro'ed assets with others.

    Same thing can be said of the first implementation of the pass system. It's cool that we can have ZB put out a bunch of different passes but the management/organization of them just isn't so great in its current form. Having something like the Softimage pass system and have the zbp file stores all the passes, cameras, lights, etc. would be great! I know that's a huge endeavor and we'll most probably NEVER see anything like that but hopefully it's not too big a put off in expressing thoughts/ideas.

    Regardless, the work shown here is phenomenal and glad Pixo and the team keep pushing the envelope ever further!

  2. #32
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    Completely agree with Jelmer.
    But i'm also agree with Wayniac, actually in my opinion the rendering and material interface are really not enough confortable to work with. I love the state of mind of pixologic, of instead of working on old bases software, creating new methods of working, pixo revolutionise the industry! but actually lights materials and render are completely not confortable for me.

    Anyways, the final result you obtain PIxolator is really great! and i can feel the power of this tool for concept design, i'm just hoping for some improvement in the way of using it.

    The model of Madjid is great as always, he is one of the most inspiring actual sculptor!

    All the best guys.
    Last edited by julien3d; 12-10-11 at 02:23 PM.

  3. #33
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    Quote Originally Posted by julien3d View Post
    I love the state of mind of pixologic, of instead of working on old bases software, creating new methods of working, pixo revolutionise the industry! but actually lights materials and render are completely not confortable for me.
    I Quote this ^ as well.

  4. #34
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    wow, fansinating man!
    Could you show some processes just like it in your Ready, Set, Render! Part?
    Thanks.
    Imagination!
    Never lose my passion!

    A Siyu Tao Film coming soon in X/X/20XX...

  5. #35
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    Last edited by gwainbarek; 12-11-11 at 01:26 AM.

  6. #36
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    Default re: usability

    In production it pays to know how to light and render. If you where 'look developing' this feature really doesn't help.
    Why waste time developing a look twice?

    If you are illustrating/concepting on your laptop outside of a developed render pipe then yeah it is a nice feature.

    Perhaps Pixologic, with the advancements in the lighting and rendering in zbrush, you should adjust the list of material attributes as they don't relate to how people render in production.

    The closer it relates to other prominent techniques the more useful it would be.

    The render has some elements which personally I wouldn't want even in a concept. Although I agree it does peak my interest as a solution contained inside a single app.

    One suggestion if I may, would be to get rid of these materials which contain more attributes than needed and allow the user to simply assign attributes and elements to a basic shader. Therefore only adding what is needed. In essence a material creator. Not matcap but a system allowing the artist to add and remove what is needed/wanted.

    I would really like to see this progress further
    Last edited by Morph Division; 12-11-11 at 04:51 AM.

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    This is a great. I've been enjoying the new rendering in ZB and have found it a great use for preparing concepts to show clients. It really does help the client to get an idea of how the characters will look further down the pipeline. That said, I've only been using the wax effect, which works well when the light is quite straight on to the model. When the light is higher/ perpendicular the render can look quite harsh. Maybe using the SSS will soften it down a bit.

    Keep up the good work.

    MX

  9. #39
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    this is perfect.....i am new with zbrush and i was on the search ....how to put materials on something....and how to render that......this is the answer and the inspiration

  10. #40
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    I'd love an in depth tutorial in this shader and render!

    Danne/

  11. #41
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    Excellent work on making Zbrush even greater! Thanks Pixologic! Those renders look SWEET!

    I agree with Morph Division in regards to a Material Creator (node based), would be great! Perhaps in v5?

    I'd love to see more Presets (defaults and user saved/managed) added to various parts of Zbrush; instead of repeating tasks for various things (again hopefully in v5).
    Last edited by TheCelt; 12-11-11 at 09:39 AM.

  12. #42
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    My job is doing illustrations to newspapers and this is just what I need! I hope the instructional video goes really in-depth. I would gladly even pay some money for couple of hours of rendering and material instruction on ZB4r2b.

  13. #43
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    Quote Originally Posted by jramauri View Post
    Jesus Christ... what a render!
    you shall not take the Lords' name in vain!

  14. #44
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    Quote Originally Posted by tobbeo View Post
    I don't mean to be a downer in any way but is it really wise for Pixologic to focus efforts on their renderer? Maybe my perception is skewed but in feature films and broadcast I don't believe I've seen one Z-brush user use the BPR for production. It can be useful for concepting but even then it's extremely rare to non-existent to take the shaders very far. It's usually only to show basic color design.

    I could see it being useful in Print for freelancers though I haven't personally tested how Z-Brush handles 5,000-10,000 pixel wide renders. The monkey is definitely impressive, all I am questioning is this what most people want to see who use Z-Brush on a regular basis? It also seems lately that to show these features, the images that make it to the top row use the BPR.

    Just my 2 cents...

    If Feature Film and Broadcast were the only customer base you would have a point. However that market is rather small, while the market of Artists and Hobbyists is huge, not to mention the value for Concept work. Seems like those in specific fields think only they exist at times.

    If you go back in history you will find that ZBrush was developed by an artist for artists, not just those in a specific aspect of a specific industry.

    Would you rather have a potential of millions of customers or a few thousand?

    For me the main reason I use ZBrush is not professional. I do, do lots of desktop publishing and occasionally work for others, but mainly for me ZBrush is a hobby I enjoy, having been an artist my entire life. I'm thrilled about ZBrush and how Pixologic has kept it affordable and not forgotten it is for art first. After many years of laying my art aside, ZBrush revived my passion. There simply is no substitute for it, nor does anyone else seem interested in doing anything similar. ZBrush fills more than a single niche.

    These new rendering features are wonderful and to be honest not that hard to figure out if a person actually wants too. I jump back and forth between ZBrush and other software with Node systems without difficulty and I'd think Pro's in feature films and broadcast could do so even easier as they spend far more hours than I can in this stuff. All I have is a few hours of spare time a week.

    Anyway, thanks so much for everything Pixologic. Greatly appreciated by me and I'm sure the many other artists who have found this wonderful program.
    Blaine
    Anchorage, Alaska
    Chillllllllllllllin

  15. #45
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    Quote Originally Posted by jramauri View Post
    Jesus Christ... what a render!
    +1

    Awesome job ! Can't wait to play with it.

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