Please, give us more. Even if it is a mouse dot gliding through an empty canvas
Mahlikus; I thought you were making Time for Art 4 and releasing it on the 21st.
Once again I have been misinformedā¦
Curses.
Mojo Jojo will be pissed.
I just broke my Cintiqā¦talk about bad timing.
That is seriously horrible, Im very sorry to hear thatā¦
Yeah, I am sending out for repair. Iāll probably miss all the fun of the R2 release. Enjoy it for me guys! I will live vicariously through you all.
Ironically, you are not far from the truthā¦Kind ofā¦
See, I just bought a new laptop.
Toshiba Satellite
IntelĀ® Second Generation i7-2630QM processor 2.0GHz (2.90 GHz with Turbo Boost Technology)
6MB Cache, Genuine WindowsĀ® 7 Home Premium 64-bit, SP1
8GB DDR3 1333MHz SDRAM (4096MBx2)
500GB (7200 RPM); Hybrid 4G Serial ATA hard disk drive
750GB 2nd HDD (5400rpm, Serial-ATA)
17.3" diagonal HD Backlit TruBrite⢠display
NVIDIAĀ® GeForceĀ® GT 540M & Optimus Technology with 1GB GDDR3 memory
Blu-ray Disc RE with SuperMulti DVD±R/RW Double Layer drive
Glossy Black LED Backlit Tile keyboard
Lithium Ion Battery (12-cell)
FusionĀ® X2 Finish resists fingerprints and smudging.
Sleep & Charge!
Should be here in time for Z4r2. Canāt wait to see how Z plays in this new environment. I will be releasing some videos and other assets (Materials, Alphas, Brushes) shortly there after. All new, fresh goodies for Z4r2 and this community!
Cheers,
~MAH~
PS - This is my doing and in no way connected with Pixologic and Ofer and their/his Sneak peeks. Itās just something I do. I love this software and company. An unauthorized proxy if you willā¦
PPS - Mojo owes me twenty bucksā¦he can wait!
that was the BLADE!
It was all amazing but still I remember the part where I actually had the biggest grin was where he slashed the mesh into a bust dragged the lower torso away and deleted it. that and then where he dragged out the mouth and ears were cut adjusted and then merged like butter. I will be honest with you My creative output in zbrush has slowed down way down last few weeks and my friends and family are all concerned and it is because I am building up a creative reserve for when this revision releases. I swear I am setting aside serious time to learn all the new tricks. WE LOVE PIXOLOGIC thanks for making this free this time us hobbyists really really appreciate your efforts.
optimized density=more polys were more curvature is needed and less where its flat or straight opposed to evenly spaced quads everywhere.
Agreed gasoil.
Thereās a problem though, a zb particular issue. It uses vertex painting system not a direct texture painting. This method prefers evenly subdivided meshes -tris and/or quads. Was never a good friend of optimized density. You canāt decently paint on very sharp tris or stretched quads.
A trap LOL.
So, itās more complicated now. A request for better retopology tools, another one for direct painting on maps. (3dcoat, even sculptris, blender MB and other decent expensive massive packages-apps)
BTW the old projection master is broken in zb4, have you tried it?
T Minus Nine Days And Counting.
I wonder if Mahlikus would loan me that nifty new computer⦠gee that would sure be spiffy.
GRIN!!!
Not true. Z makes texture too.
Sheās tasty! Should be here Friday! Itās almost as exciting as the new Z!
Not true. Z makes texture too.
I canāt see how, except of baking in UV maps or using projection master for direct painting. (but as I already mentioned, the last one is broken)
My apologies.
Ran some tests and found some things broken (not the way they used to work).
That or I am remembering the process wrong.
Not sure whats going on but we only have 9 days left before we work with the new version so cāest la vie.
I agree that retopo and ādirectā Uv painting will be nice or fix what is brokenā¦so i definetely second that.
This said just keep in mind that it is prefectly possible to vertexpaint tris (as seen in Sculptris for isntance)
Also this is not so important but keep in mind that painting on UV is actually āindircetā painting as pixel painting between UV coord implies a interpolationā¦also painting on UVS is Indirect because u cant paint on later displaced shapes causing smearing ā¦also when painting on a ālow polyā cage this can cause subdivison strteching as wellā¦as incomplete or not so production friendly as vertex painting might appear vertex painting relies exclusively on what exists allowing you things like dry brush techniques since What you see is what you get and not a on rendering displacemnet effect.
When you paint on vertex you are painting on the limit surface no cheating, no guessing and no compromise
As you might be aware UV coords is already a half assed attempt to establish a relationship between a 3d volume and some 2d Mapā¦
Again teh way i see things isā¦we can have retopo and UV painting and have what other softs haveā¦or we can have what NO ONE else hasā¦teh uniqueness of Zbrush approach is what makes it so powerfulā¦and also keep in mind that sooner or later you will ahve to jump to another soft (for rendering, rigging or even for texture painting)
Bottom line is that vertex painting is truely amazing and without compromise and i would imagine rather the competition demanding to have a vertex painting option since there are hundreds or apps out there form free to expensive that do UV painting etcā¦
Again im more than happy to see Pixo improving this but i am quite happy that yet again they deliver never seen before techinques and paradigms rather than just another flavor of the same thing
If you had Ptex you wouldnāt have those problems that uvās have with stretching and smearingā¦
it seems that Ptex would be easy enough to implement since zbrush uses quadsā¦
Im not sure Ptex allows dry brush techniques as in color being aware of deformation but what i am sure is that Ptex does not tolerate any changes to the topology after you have painted the Ptex files wich on teh other hand destroys all chance of editng or updating your mesh after the fact so not really ideal at the concept phase at allā¦
In practical terms you cannot add resolution in teh mesh or add a limb or any other detail in your mesh after Ptex while using vertex paint you can sculpt and paint at any stage without worrying of breaking anything also notice that Ptex only allows 3d painting with proprietary tools and you wont be able to bake to UVS for further Photoshop editing (so u need a full 3d painting and editing solution to use it as well)
in real life situation in Zbrush u can start sculpting then painting then sculpt some moreā¦u can chaneg the topology totally (remesh or Dynamesh or Goz) and the vertex paint will still be there (with the eventual touch up in teh areas of new topo) then u can create a new new topology and reproject the painting back into thsi one too at any level or any density and any flowā¦u can also redo your uvs at any point and if you dont have enough painting/editing tools u can bake to UVS and paint in photoshop and back again and reproject and it still will be thereā¦Also notice taht you can locally subdivide (and tehrefore have more vertices to paint on( locally wich will be teh equivalent of selecting faces in Ptex and upresing locallyā¦
Using Ptex forces you to absoultely lock your topology so it is definetely a final production model tool (and very final)
This said Ptex is an awesome tool while dealing with productionpipeline i.e Maya/Renderman in wich case yes we rather have it than notā¦what id like to see is more Texture artists being able to use vertex painting as it has a nice potential
Polypainting isnāt perfect either, and I can think of several limitations it suffers from off the top of my head. For what itās worth, PUV/GUV/AUV Tiles in Zbrush arenāt the same as ptex at all. As far as I know, Mudbox has no trouble dealing with subdivision changes after the mesh has been painted (ptex was designed with this in mind). Donāt know about major mesh changes though. Whatever the case, I strongly suspect weāll see ptex support in all of the major 3d apps long before weāll see any of them supporting Zbrushās polypainting, if ever. Oh, and dry brushing isnāt a limitation of ptex, but rather the paint engine being used (if I understood correctly).
Donāt get me wrong. The system of painting in Zbrush, even though itās still not quite perfect yet, is quite good and a step in the right direction. If youāre the type of user who has no plans for rendering/animating in a third party app or game engine, then the current implementation of polypainting is probably all youāll ever need. Working outside Zbrush requires more adaptability though. Ptex, UVās, polypainting⦠they all have limitations and it is up to the artist to decided from the start which method will best suit their project. That said, I donāt think it would hurt Pixologic to implement one more. It keeps Zbrush competitive in a market that is clearly getting harder to dominate in.
Hi zeddicus
I totally agree that better have Ptex than not for sure!!
Never said PUV or any uv tiling in zbrush is like Ptex donāt know where u got that
Ptex wonāt break with subdiv levels (x4) catmull iterations but will break if arbitrary topology is added like dynamesh or shadowbox (remesh) or more everydays situation like letās say your favorite rigger decided to change the flow of something last minute in which case u can start your painting again
Again having Ptex will be great but all this fantastic mesh creation engine that
Zbrush is is mainly focus on concept and free sculpting which requires on the fly solutions like vertex painting until someone comes with another solution
Basically at this point is kinda paradoxal ⦠You canāt ask zbrush to break new ground with tri dynamic tessellation or dynamesh in one hand and then ask why is not playing nice with outdated tools (not talking about Ptex here)
Also keep in mind that many meshes contain for the sake of simplicity and optim the occasional tri yet not sure Ptex will like that
Last but not least remember that the game industry which is today probably the biggest client for a sculpting soft has little if no use at all for Ptex as it currently exists (game engines)
The only reason I think we should get Ptex is deffo for the sake of having another option for those who would need it nothing wrong with thatā¦keep in mind that we will need an entire dedicated pixel painting core with it too which is not a small request.
One more week! This is a weird form of torture!
I know! this will be the longest week so far this year for me. :lol: