ZBrushCentral

•••A Sneak-Preview of the next ZBrush-Update•••

This is a miracle
I asked the universe to provide such a tool earlier today, and I nearly **** on myself when I clicked on the link and saw the ability to reconstruct the mesh in Z-brush. This is a miracle, in fact I literally have to wipe tears of joy from my tired eyes. Silo’s topology brush is all fine and good, but it lacks decent control, and is still too slow of a process because everything must be manually connected up; plus all that exporting and importing is invasive to the creative process. I was very glad to see that z-brush will allow you to simply lay down the directional surface contours, and it will connect the dots. I can’t say how much I have wanted this tool, in fact, I want it now! Today! When does this next version come out? How can I start beta testing? What can I do to support pixologic besides buy the program? This is ridiculous.

If anyone from pixologic is viewing this, go to http://www.naatch.com/pages/2/index.htm and let me know if I could do something to help promote the program.

-Josh

Will there be a possibility to control edge-stretches (I mean like in Maya through influence objects). Just wondering.

NEW FEATURES KICK A** !

Outstanding addition to amazing software! I can hardly wait to be able to use the new feature.

It brings the question to mind of how much more programming would be required to have this export a basic skeleton with weight maps based on the new spheres and their range of influence. Output to something like BVH, or better yet, FBX format would be something great.

Looking forward to the new features!
-Bill C.

Great new features…

…forget Zplace in your Magic list ! :wink:
Pilou

So a cool link :roll_eyes:
Pilou

I had a look at your site, Josh Tiefer. Your artwork there is really cool, the cg-Pagoda rocks! I also very like your sculptures. Great subjects overall :+1:small_orange_diamond:+1:small_orange_diamond:+1:

greets
froyd

to Josh Tiefer

Your site is cool. GReat art work and technique. Just one critique…The text and buttons at the bottom on your home-page are .jpg… ie.“the artwork of Josh Tiefer”. Save your image as a 24 bit .BMP and you wont get the bleeding. I had the same problem earlier. Beautiful work, very good stuff.

Greetings,

I purchased ZB a couple of weeks ago after reading the posts in this forum and others. Not knowing Pixologic, I wondered after the fact, “how will ZB be supported and will there be some future consideration for rigging and animation”. Needles to say, I am slack-jawed after watching the three movies Pixologic just posted. What a blessing to purchase a product that is a great value and at the same time, buy into a company that is not satisfied with the status quo. My lucky day and I hope a heart-felt “thanks” is enough.

raf1

These new tools look great for creating morph poses for use in other animation programs. One question that I have is: Can I import an .obj file, change it’s shape using the new zspheres, export it, and still use it as a morph target? The vertex order would have to remain the same.

Ok, first I thought Luxology was innovative - and then Pixologic came a knocking on ma door.

Back then I used to think Play was “IT” - but now I look at Amorphuim and I cry them a tear.

You guys are pretty cool at pounding nails into coffins - or am being too …

I am just glad I got a waft of the Z breeze - I am floating!!!

BigAir: yes, the vertex/poly order will remain the same.

Thank Aurick. I sure could have used this on a recent project. Is this the time and place to ask about the details on the improvements to the displacement maps?

Wow, what a way to start a Monday. I didn’t expect Pixologic to have an update so soon after the Mac release, especially this much of a change for it’s modeling tools.

I don’t know why people are so excited about animation yet, since this doesn’t really give a whole lot of tools to specifically control a mesh and how it animates, but for modeling, wow, this is amazing. I must admit that I didn’t really expect a way to do poly modeling inside of Zbrush, but to me, this takes it one step further than poly modeling. I mean seriously, zsphere’s are becoming the most amazing innovation next to the polygon, IMO. I can only imagine that Pixologic has even more dramatic things planned for their Z3 release.

Way to go Pixologic, I am so impressed.

And to think, I spent all day yesterday trying to pose this. And to see how easy Pix did it in the video is just… wow. heh :smiley:

Oh tehy are neat , but Oh How cheap! You stole the topoligy brush from Silo3d. ! I like the deform part, but that draw mesh thing was silos. Hmmm oh well guess they will have to come up with something else now :frowning:

Hello i have 2 simple questions…

1- Is possible to use the new reconstructed mesh to compare with the high poly model to extract the displacement map???

2- Can i do the same process with this mesh?

i mean. reconstruct the mesh of this model and then extract the displacement?

I hope an answer please.

Thankszbsample.JPG

WOW! Congratulations for all of you guys involved in the development. The new version features looks GREAT! Thanks for share, Pixolator!
I’m looking forward to see more about it.

Cheers,
Kris

Will you put a shorcut to draw straight lines in 3d mode!!!

=====>> http://www.zbrushcentral.com/zbc/showthread.php?t=22269

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'arepa3000 .puts the most valid question .i understand that feature would be heading the wish list of most anyone involved in rebuilding a lo poly mesh based on a high res Z

.

ZB 2 and its recent update developments indicate that its one step away from what I call a ‘dynamic model’, and what Realsoft 3D calls ‘muscle training’ and Hash Animation Master calls ‘Smartskin’.

A dynamic (SDS) model contains all the model cage edit data that has been assigned and linked to an appointed bone’s joint rotations.
This means that the ‘morphs’ or model edits, as assigned to a bone are driven by that bone’s joint rotation. (EG : As a shoulder rotates through its range of motion, the form of the muscles around the shoulder adopts the interpolated shape modeled for each extremity of motion).

This approach in my view is the most effective, precise and rational way to deal with animated form modification (and deformation correction), particularly in complex models, and far superior and more empirical than the old deformation lattices etc.
It seems inappropriate for ZB to aspire to fully fledged animation and rendering capability, (unless it can come up with innovative and superior solutions to existing Anim software).

Regardless, the provision of full rigging, morphing and dynamic model data for export to animation software (in a format that can be usefully employed) is much needed.
This seems an obvious opportunity for ZB to solve the old deformation buggaboo that plagues most animation software.
I certainly applaud the developments so far in Zbrush, most modeling issues brilliantly solved, but animating those detailed and complex ZB models, without having them ‘compromised’ by animation, is the next challenge.
CG sculpture for animation can not be regarded as static form anymore.
My work: http://www.telegraphics.com.au/3dgallery/albums.php