How much more until 3.5???
is mental ray or another high quality renderer going to be in 3.5 or 4?
and i would say about ten days.
No. MR will never be in Zbrush.
This makes 21 straight dayz i have been coming here checking for the
release. Quit teasing us. “Let Us Have It”
Can’t save this smoke for much longer.
Check back August 31st at midnight.
LOL, Haven’t you learned how Pixologic works yet? I think they get a kick out of people like you ranting.
When they give you a date, it’s never an exact one, so just sit tight and it will eventually be released. Then when it is, you will praise them just like everybody always does when they first use the new features.
And that’s usually because they’ve done something worthwhile.
I can’t argue with that. Every release has had some really useful upgrade included in it. Unlike the $4000 software packages, which, despite being able to do more, usually have fairly useless small additions to them that really aren’t worth the $1000 or whatever upgrade fee every year.
Autodesk should take a page from Pixologic’s book once and a while rather than being such a monopoly. What other company gives you such bang for your buck for such a good price. Especially if you’ve owned the earlier versions of the program. Look at the the features ZBrush has now compared to when it first came out. Look at what it’s users have paid for the upgrades since it first came out…
$0.00
make some base meshes in the mean time…
so everyone that is complaining about the wait has learned every single feature and thing that there is to know about zbrush? Man… I thought I was a quick learner but I havn’t even touched the surface.
I’m using the time to get up to speed on some of the gems hidden in the program.
Well you are half right, following strictly this way of thinking there would never be real need to upgrade…I am not sure of having learned all the features of ZB2 either:rolleyes: …by the way i agree with the fact that, being announced the new versio, this doesn’t absolutely mean that the previous step has to be left off…and now that i’m thinking about it, i still have to open the paint stop for the first time:lol:
There are some fundimental things that has to be learnt in order to get the best from Zbruish. The UI, basics about pixols, how the brushes work, alphas, transpose, Zspheres, e.c.t. Not every single feature has to be learnt, as not everyone is using Zbrush for the same reasons. I certainly dont know every single feature, all do I need to.
Speaking for myself, im looking forward for refined features I already have, that currently not working as good as they should. To actualy make use of HD sculpting is somthing im looking forward to. For me the strengths of Zbrush need to be around map making, Displacment, Normal, cavity, and texture maps.
Seems Mudbox already has it’s answer to Go, and its’ out already >.<
http://www.mudboxhub.com/s/plugin
I really really hope 3.5 doesn’t get anymore delayed. I’m not as keen on Mudbox.
As far as i’m aware of.
The Mudwalker plugin doesn’t have all the functionality that GoZ has. The main thing you can do is export out of mudbox into you’re primary 3D app. But as far as complex techniques are given, from what we are known possible for GoZ. It’s not the same for the mudwalker plugin.
The effort on waynes behalf is great for the mudbox users. But it’s no where near as great as GoZ :lol:
actually i dont mind the wait, it makes getting 3.5 that much sweeter.
Making base meshes seems a waste of time considering zSpheresII
I dont think Zspheres II will remove the need for making base meshes outside Zbrush. I see a creative sculpting, form building tool, this has nothing to do with making good topology. As the Re-topology tools work at the moment id still rather make a base mesh outside Zbrush, of course ZB4 could change that.
Until you can accurately create hardsurfaced objects with good edge flow and creased corners, there will always be the need to create parts of your model in another app. But GoZ is going to make this process much easier I imagine.
Now the real question is, can they deliver on time…
…
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mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:“Calibri”,“sans-serif”; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:“Times New Roman”; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:“Times New Roman”; mso-bidi-theme-font:minor-bidi;} </style> <![endif]–> The functionaltiy of both GoZ And MudWalker in totality, to my knowledge, is exactly the same, to export the model and textures quickly and easily to your editing program. I failed to see how you’ve come to separate them and booster the abilities of GoZ over MudWalkers? Please state why you think it’s better, otherwise your statement standing alone sounds biased.
And if you referring to supported programs MudWalkers even supports more…
I love your ZedHead Model btw, amazing