ZBrushCentral

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

Very nice idea with the reconstruction thing! Will probably save days with that feature.

Question1: Will it be possible to project the displacement map of the underlying high resolution mesh onto the UV’s of the new Model made on top?

Would be nice to keep some or all of the subtle detail already incorporated in the highres mesh.

Question2: How will the UVs of the new model look? Will you be able to work with diffrent projections or assign diffrent groups to keep the UV set “cleaner”?

Question3: Is it possible in the future version of zbrush to export the projectionmaster image into an external editor like Photoshop. Deep Paint has this ability which makes it really nice tool for texturing. Probably would be possible to export the displacement map projected into PS as a 16 bit image aswell to get the whole range of brushes and image warping tools for displacement painting.

I am a bit new to zbrush, so maybe this last question as already possible.

/j

Hi jimpajammer, ZBrush 2 has a feature called “Texture Live Update”. When you have a model in Edit mode with a saved texture wrapped onto it, ZBrush monitors to see if the texture file gets changed. If so, the model will immediately update with the new data. This means that you can have a texture that you’re working in PM, export it to Photoshop for some edits there, save it, and not need to load it back into ZBrush again – the model will already have the new version by the time you Alt+Tab back to ZBrush.

Mercy masters! i cant spend “All” my time on the Z-frontiers.:sunglasses:

I’m new to Z2 - this is awesome. Can’t wait for the release. Thanks Pix for the free upgrade.

Does anybody remember how long it was last time between when pixolator started previewing a new version of ZB, and it was announced for release?

Very long time. But seeing as though that was such an advance going from 1.55b to Zbrush2, the time between releases may be a bit shorter. Still though, it’s not like some sites where they tell you the week before they release it. It’ll probably be a couple of months at least but I hope they prove me wrong. Since it also contains bug fixes that may up the release date a bit. With all these features and the stability of 1.55b, it’s gonnna be somethin.

Well, good or bad I prefer it this way. I bet like me every one of you could do with these features for a current project, man I am not looking forward to rigging a 24 tenticled germ just to pose it for a still :slight_smile: But whenever it arrives, I’m excited because I know its coming, and its an awesome feature, and I know I’ll get it for free. Who could ask for more :slight_smile:
Sav

Damn, I was hoping you guys would say something like “It was about 3 weeks.” Obviously going to be a monumental achievement.

I was thinking about ZBrush, and it’s updates last night, and I almost wrote an article because there is so much to say about it. To begin with ZBrush was always unique. But not only does every update bring it things that most users ask for, and deem a necessity in their workflow (such as rigging, and numerous other things). It also adds flavor to the tools, and unlike every other 3D, and modeling package. It, or “he” (Pixolator) completely re-invents the tool. It’s not everywhere, or anyone that can successfully re-invent the wheel every time, but it’s been happening at Pixologic with ZBrush. No one will ever look at the wheel in quite the same way again. Watch the movies, or start using ZBrush, and you’ll have an idea as to what I’m talking about.

Damn! I almost started one again. :slight_smile: It is screaming with creativity, and inspiration. I almost didn’t stop. I was ZPossessed!

Well… wow. These changes take this software much further into mainstream utility than it is currently, and it’s already a huge addition to any toolset.

My only question is: When do we get it?

The videos are amazing¡¡¡
My only question is how many poligon will reduce the topology ZBrush after applied in that model( from the video) ?
I like to think that will reduce the number alot¡¡¡ will be fantastic¡¡¡¡
JC

aurick can you advance any answer to this because is very important to me in deciding to buy ZB2?

By the looks of it…it is alot.
Here is a screen capture of the mesh.
Not only does it look pretty low poly but I am assuming it also has density level abilities as well.
Look at the black line the cursor is pointing at. This is the true polymesh density, the rest is either smoothing or possibly other available density levels.

Trust me, buy it…you will not regret it. I wish I could tell you the money it is making me now.;):D:sunglasses:small_orange_diamond:+1:

[<!--[attach=3607]Wire.jpg[/attach]-->]![Wire.jpg|480x361](upload://tOhAP9cZOW10UaFy66OvzLGyK6b.jpeg)

Can anyone answer this?

Is the surface rigging going to support some sort of UV conversion ???

What I mean is, can it be possible to start sculpting an extremly Hi-Poly mesh, then build a topology correct morphable surface cage for it, but keep the hi-poly info as a displacement map?

That to me would be the coolest thing ever, because you could model without worrying about topology and then create it later on with good topology and keep the details…

I understand that with this, you could build a low-res correct form, then build the topology correct cage and THEN model high res details for your disp map, but was wondering if there could be some sort of UV conversion for times when your importing a complex mesh or went too far with the modeling stage…

Seeing the movie and the mesh it seems it’s really a good one with way less polys than the hyperdetailed one sculpted with zbrush tools. so i think it’s enough to be able to add the disp map in the new low poly mesh and the circle is closed.

sculpt feeely in ZB, then create a good mesh for animation with right polyflow, then divide it even more and sculpt it with all details and extract disp map. attach disp map to low. rig. pose and animate!!:lol:

One of the most important topic that get my attention was the displacement map.
If i understand well… you make a very high (detailed) object with dispmap to that level and…then take the dispmap in a very low model (topology zbrush).
JC

I hope Ofer is still reading this…

Yeah, it’d be awesome if you could just sculpt freely with absolutely no topology in mind and after you finished sculpting, creating the lowPoly Geometry with ZSphere Lines for animation and apply the displacement map after that, without loosing the work you’ve already done.

Well, we’ll see - I’m certain that Pixologic builds all of that into the next major ZBrush version… Man, this program just gets better and better… :slight_smile:

“Man, this program just gets better and better”

yeah I agree I just really am dissapponted that more basic stuff isnt being adressed like being able to save to a network drive, and multiple textures on meshes, and just stuff like that thats really important for pipeline integreation, right now there is a lot of basic stuff hat just isnt there that is a real pain to have to work around. It blows my mind that they have such a great piece of software but yet it cant do something as simple as access a network path???

well, Thomas,i thought a possible workflow now could be to model with current z spheres a mesh ending with a mid res in ZB, that therefore has all the main details, but not the finer ones , wich require millions of polys. then build a better mesh with zsphere lines :drool: so no apparent detail lost, but way less polygons used. then use the disp new mesh, divide it and sculpt in the finer details, and at the end extract your disp map, and attach it to low poly mesh. also u’ll be able to rig the low poly mesh, pose it… and maybe more. :wink:

now that i’m thinking better to it u can also go on lower density levels of your high detailed mesh and use them to build the optimized one, low poly. my main doubt is:
in a similar workflow will ZB be able to compare the 2 meshes to extract the map?

mesh1 highdetailed and
mesh2 low poly and updated topology for animation?

Yes, wonderful how Zbrush is evolving to a technically superior application…

I witnessed how easy it is to morph an already offending caricature of a negro head into the mask of an ape.

The movie did make me feel sad… It shows me that a creator of wonderful software can be spiritually still in his infancy.

I had a similar response, to this error of judgement, I hope it is addressed appropriately.

What happened to the posted messages concerning the “content” of the video? They were removed by a moderator? I would hope not.