ZBrushCentral

More Zbrush Beta Results

Yes, Im very happy with this good new, the most important point to me…is that the new version is a reality…and its take his time to maturity at all¡¡¡¡ This adittional time must be to give gratitude to those who contributed to all previous version and to the present one, to those who with its suggestions helped to finally improve new versiòn and to Pixolator and its equipment that allow us to enjoy this artìstic wonder and finally to the ZB forum.

I would say the next Towers movie is just about wrapping up on most of the stuff at this stage. Nice work Skycastle…it’d be interesting to know what those models are for…if anything. :+1:

Impressed! this is fantastic work…I will be patient!

1 million plus polys. :drools:

I can’t handle any more than about 350,000 at most right now.

I wonder what kind of programming tricks they used to achieve that. :slight_smile:

Cool stuff, I can’t wait until we all get our hands on it.

I just wanted to respond to some of your comments.

As far as the amount Zbrush has improved from
the current version. I would say that now
they have a production ready tool that can fit well into most pipelines during the modeling and textureing phase.

It became a production friendly tool. It provides a full solution for creating highly detailed models and being able to use them in production.

I would say that if you dont have a clay modeling dept, or the time to spend sculpting
in clay then scanning it ( then rebuilding a lowRez ), you would need Zbrush.

Dave Cardwell

Oh BTW,

If you want to see the some of the results of Zbrush. You may want to have a peek at
Rings 3…

By the way, a little off topic, in regards to your signature: You wouldn’t happen to be a Miyazaki fan by any chance? :smiley:

Dave, your killing me…
D.T.

Claps furiously for Pixologic and Weta Digital

Bravo!!!
:smiley: :smiley: :smiley: :smiley: :smiley: :smiley:

Re: Off Topic

Yea i love Miyazaki’s works.

Is this the 1.6 beta, or some later version? Thanks

P.S. Very impressive model! :eek:

well considering 1.6 will be the public released version that hasnt been announced officially yet.( usually companies announce products 1 month before release )
id be willing to bet its a version prior to 1.6. but i could be wrong.

btw. dave, once again killer models :smiley:

ps. when the final zbrush is released, id love to see you release a zscript to the public that shows your workflow on building up fat and other details.

Awsome! Congrats to Pixologic! :+1: :+1:

And nice creature, Skycastle. :slight_smile:

Hy 50Kid what is “for Xmas”
Thanks.

Beautiful work, Dave. Can I ask, what was used to render the displacements? Is that also ZBrush?

Sean.

Hi Dave,

Great modelling work and workflow example.

For those that are interested in more examples of this type of workflow (low res from Maya -> ZBrush -> Displacement and normal mapping), feel free to check out my research page at my web site:

Direct link: http://home.pacific.net.au/~phourmouzis/research.htm

Mu homepage: http://home.pacific.net.au/~phourmouzis/

Regards,
Zendoftheworld…

For workflow, here’s a tutorial by Ken Brilliant using Amapi 6, Zbrush, Lightwave 7.5 and Normal mapping.
http://www.brilliant-creations.com/amapidemontut.htm

Hello everyone,

I was wondering, I use Maya and I model with polys. I’m real interested in the workflow to get these type of results in Maya. I have a model that I’m currently working on that I would like to use z-brush to generate a displacement map that would in turn be used at render time in Maya. Here is another question. If I’m using polys in Maya, can the standard Maya render handle this type of displacement. It seems every time I try to displace polys in Maya it totally chokes the render. Will I have to use Mental Ray?

Also, can anyone give the down and dirty version on how to import a model into z brush, sculpt on the model in various resolution or smooth levels and then have a normal and displacement map generated. It’s all I’m really interested in using the package for, but I think that alone would be well worth the purchase.

[attach=8109]face_pre_displacement.jpg[/attach]

Attachments

face_pre_displacement.jpg

Hi nickz,

The next version of ZBrush will be able to do what you’re wanting, and that is the version that WETA Digital has been using for their tests. It will be a free upgrade to all registered users of the current version.

The current version is capable of being used to create normal and displacement maps for flat surfaces (such as game environments). It is also an excellent tool for creating morph targets for use in animations, as well as texture maps. So you may very well find that it gets used a lot more than you expect. :slight_smile:

I would recommend getting the current version and becoming acquainted with what it can do and with its workflow. Then when the new version is released you will be able to more easily jump right into the features that you’re mainly interested in – you’ll already be over much of the learning curve. :slight_smile:

Nick,

The short answer is: Yes, using the current version of Zbrush you can do the Displacement Recovery technique. It follows these steps:

  1. Create Maya low rez, UV map it, export as lo.OBJ.

  2. Import into Zbrush, Divide it till you hit the current 250K poly limit.

  3. Sculpt it and export as hi.OBJ.

  4. Use NormalMapper from ATI to generate the normal map & displacement map.

  5. Use Olivier’s shaders to render in Maya.

Sounds simply, but there are serious gotchas sometimes.

Basically, the next version of Zbrush will automate steps 2 - 4 as I undestand it. It will also have a much higher poly limit, somewhere in the millions. Dave Cardwell (of Weta) has been using the beta and raving about it.

I just bought Zbrush for this very purpose. The workflow works even in the current version, though the 250K limit does hurt you. My biggest concern is getting a clean Maya shading network.

There are some out there, but I am keeping my fingers crossed that with the release of the next Zbrush the good folks here will make some clean shading networks for Maya.

(I know I was probably way too vague here, but Dave Cardwell’s gallery here is a good starting point if you want more details.)