Anyone see this, pretty cool.
Wonder if we will see this in Z at some point, or is this more or less what
zbrush does when you polypaint on something, sort of?
Ha ha not sure what it all means but looks handy!
http://ptex.us/overview.html
Hi
from Walt Disney Animation Studios
I think Zbrush should look into it and if we are not using something like this then they should add it
Hi guys, I have evaluated ptex and it’s really cool. It could spell the end of UVW mapping the old fasioned way wich is great!!
Hey,
I found a video of it being demonstrated as well:
http://www.youtube.com/watch?v=GxNlAlOuQQQ
It reminds me a lot of how ZBrush handles painting. I’d like to see the filesize of the Ptex files that hold all the texture information. If it’s not outrageous, then perhaps this could be used for more than just the film industry.
I’ve gotten to work with Ptex quite a bit in the past six months leading up to GDC 2013. It’s definitely neat technology, and I would really like to see it supported in ZBrush.
The workflow I used was: create the high-poly sculpt in ZBrush, create the low-poly game mesh using the topology tools (QRemesher FTW), and then bring all that geometry into Mudbox to do the Ptex painting.
3D painting in Mudbox is fine and all (it is certainly straightforward), but what ended up being really annoying and limiting is that I couldn’t really use any of the surface information of the sculpt to drive my texturing. In ZBrush you can use all kinds of masks that are generated using the surface information (mask by cavity, mask peaks and valleys, etc.) and then paint your mesh using those masks. However, all I was able to find in Mudbox that was similar to this was the Dry Brush brush. Really wish I could have left everything in ZBrush, used the polypainting functionality there, and then exported the Ptex textures.
Oh well, maybe Pixologic will add Ptex support to the next release.
Seconding that… Ptex support would really help us integrate ZBrush into our pipeline; currently it’s an extra step.
As a new 3D artist, the complexities of UV mapping and time consumption almost wants to make me give up… Zbrush is great at automating most of uv mapping but I don’t know if it becomes optimized & ready for gaming or film after a push of the button -polypaint to texture. I think about how quick 3D creations could be pumped out without the stress -I hope Ptex becomes integrated in Zbrush soon -I also don’t want to spend a fortune on tons of different programs and spending the time to learn them if one could have it all
The funny question I may ask is , “Why shoud ZB need Ptex in any way?” Well UV master can tile anything and it seems like Ptex is closer to that concept.
It’s not a matter of Zbrush needing Ptex it’s about a pipeline workflow needing Ptex. If it becomes a standard workflow then Zbrush should implement it.
Thats right of course…