ZBrushCentral

3.1 Great Job, Pixologic!

Yea it was , i’ll try some other models , maybe it had a too high polycount or something.

edit : yup , works with a simple cube3d tool , when i load my higher poly character , the preview always shows the same material on it.

edit2 : i figured it out , from the moment you used Fill Object with “M” on, the preview doesnt show changes in material in the preview anymore.

You can change the button size in the Preferences:Interface submenu (top slider) though on a 17" screen at that resolution the text may be small.

I already found it. Thanks :+1:

I think you should try out Posable Symmetry. I’d be surprised if you didn’t like that. See the Transform menu.

Yes Marcus, you’re absolutely right.:laughing:
This one, I forgot to note in my statement, is really big improvement. :+1:
I will really like that if it works proberly.

@bicc39:

I agree with Marcus, you didn’t learn something useless.
Don’t worry.
It’s still all there what you have learned about, mainly the optic and the location of some buttons in the menues has changed.
Head up.:wink:

My tip if you also have still ZB2 available:
Run both and activate the help-function in ZB2.
Whenever you find something in ZB3 you don’t understand and what was also still implemented in ZB2, switch to ZB2 and place the mouse over the correspondending ZB2-Button and read the explanations.
I do this often to improve my basic understanding of ZB.:wink:

Must confess not only have Z2 but also kept Z1.5.:+1:
It was the version that got me sucked into this and I still
have fun with it.

I was unwell for a couple of days and my first time back at my PC - what a surprise :smiley:

I’ve not had much chance to look around, but from what I’ve seen - fantastic! Thanks for all the work guys!

I love the new UI and I’ve been waiting for zmapper and multidisplacement on Z3 since it was released - now I can get on with some serious fun again!

Oh - and the bug fixes - thanks for those too. I had real problems with Z3 when it was released and from what I can see the problems I encountered have been fixed.

<relaxes into state of Z3 bliss>

I just went a little bit around in the topology-features.

Sorry, I cannot see any improvement, in opposite, I discovered some major deprovements.:evil:

Retopoing works so far, but is much, much slower than before, especially topo-painting (using shift-LMB-method) is less than half as fast as before.:-1:

Additional what worked flawless under ZB3 is now buggy , buggy, buggy.

The created adaptive skin-meshes contains some holes, when using my easy-retopo-method with projecting the fine-details you will no more see your low-poly-topology when you have set all up for the final step etc.

What the f… did the programmers do there ? :angry:

Did anyone from pixologic take a look into our topo-lab within the last weeks ?
2 months of hard discovering-work and now we are nearly back to stone age.

Thanks .:-1: :cry:

Maybe I am a little bit to tired in the moment and made some faults in my own techniques, but I am really in the mood to kick the .1-Patch right from from my system and go back to 3.0 !

Mmmm… it seems ok here but I will test some more. Shift-click for quick retpo seems ok, and there’s no holes in the created mesh. I just can’t seem to find what the improvements are for it?

The holes occured on the final adaptive skin-mesh with the projected fine-details from the high-poly mesh onto the retopoed low-poly-mesh.

Also when I set up the zsphere and the high- and low-poly-mesh for the transfer-step, the yellow low-poly-topology is no more visible what is totally wrong.
You should see the high-poly-model with the yellow retopoed low-poly topology on it.
And in the resulting final adaptive skin-mesh where some holes at least.
But Ok, I’ve done it quick and dirty, maybe the retopoed mesh was not clean in some way.:confused:

But also some other models that I checked shortly into a retopo-setup either didn’t work or lacked topo-lines. But they worked fine under 3.0.:confused:

Will check this tomorrow again.

Need some sleep now.
Good night.

another “quirk” is when you use posable symmetry on an already posed character its not possible to use smart resym on “this” axis/tangent so you still get deformed figures/objects.
modelling on a posable symmetry object does only make sense if its “perfect” mirrored but which already posed object is perfect without “smart resym”?

I checked it again with another pair of meshes, this time no more holes, but you will definetely not see your retopoed low-poly-topology on the high-detailed Model in the projecting-setup.
So you cannot make any more refinements on the topology in this essential last step in the fine-detail-retopo-process what doesn’t kicks this technique completely out, but it’s a senseless drawback.:td: :td: :td: :td: :td:
It has worked so fine under 3.0.

I am trying to work out the new brush system in 3.1 so if any one has answers to these questions i would love to hear from them.

  1. there only seems to be one way to save the brush and i guess its
    going to save every thing related. Has the option box to check what parts
    you want to save gone now?
  2. if i used the clay brush there would be a number next to it that would
    multiply the effect when the z intensity was at 100. Is there a way to do this
    now as the brushes seem to be very subtle.
  3. Under stroke i cant set the spacing option any more. Its always greyed
    out. Is there a function that is over riding this?
    4.I saw that a converter was being written for v3 to v3.1 brushes. Where will this be made available.

many thanks to any one that can help.

Hello all!

I have been messing around with the new zmapper in 3.1 but I have found a problem that I did not have in z2 zmapper.

When I go to my lowest mesh and create a normal map it has spots where there is no normal like I used flatten on it. I have tried this on multiple meshes and I have found the same result. I have created normals of this character in z2 and there was no problem with this… does anyone know why this is happening and how I can fix it?

I checked it again with another pair of meshes, this time no more holes, but you will definetely not see your retopoed low-poly-topology on the high-detailed Model in the projecting-setup.
So you cannot make any more refinements on the topology in this essential last step in the fine-detail-retopo-process what doesn’t kicks this technique completely out, but it’s a senseless drawback.:td: :td: :td: :td: :td:
It has worked so fine under 3.0.

If you want me to test anything, give me some steps and I will work with you as I know you’re good with Topology.

I don’t know how coders reduce features? I’m a coder myself and to reduce something you have to actually “change the good code” and turn it into something less usefull rather than simply fix the bugs.

I’m… gonna go out and yell around the neighborhood now.

WOOOOO!!! HOOO HOO !!! runs around screaming like an idiot

I freaked out too when I saw that, but basicly you need to move the ray casting out a bit from the mesh so it doesn’t clip.

Under the project tab increase the RayCast Max Scan distance untill it goes away. The length depends on how much deformation change there is along what I’d call the “normal” between the lower mesh and the higher mesh.

Little bump…little length…big mountain…bigger length!

I found that temporarily turning off Colorize will make the dynamic preview of materials work again (of course your polypaint color is no longer visible until you turn colorize back on).

When Colorize is turned on, dynamic preview will only really work when your Object is “filled” with material 00, Flat Color.

Sven

Happy happy…

[attach=65207]yes.jpg[/attach]


edit Minor evil, to activate symmetry you have to hit the activate symmetry button before you can select an axis to turn it on for. Only took me 5 min to puzzle through that. :lol:

Attachments

yes.jpg

Thanks Mocaw! You really helped me there. I am currently making my demo reel and this is going to be a real time saver.

I have not used Zbrush for a very long time now (the best part of a year I’d guess) and just recently got the cash together to buy a new PC and a decent writing/drawing tablet (instead of the 2nd sh!tty Volito 2 that gave up on me) and I found myself a bit lost among the slightly newer interface, so I bought Meats new DVD set and borrowed (thankfully, cos it was crap) the new Digitals Tutors intro to ZB3. Anyways, this update makes Zbrush look so radically different it kinda makes the new tutorial DVD defunct already! I bet Gnomon and others who’ve produced ZB3 tutorial DVD/CD’s are a tad peeved.

I’m not to bothered though, the changes seem more intuative to me. I feel like a kid in a familiar toyshop that just recieved a batch of hot new toys and there all mine! :smiley:

Marcus seems to be getting some gyp, poor bloke! I appreciated that FlatGrey UI he posted for someone, I’m currently using it, thanks :wink:

I just had to chime in as well. Great job on the new update guys!!! The new interface looks amazing. I love the switching of layouts on the fly as well. And I am glad to have ZMapper back! Works like a charm!

Keep up the great work! :smiley: