ZBrushCentral

***Announcing ZBrush 3.5 and GoZ for Windows and MacOSX

It’s a free update to 3.5 when it comes out so what’s the problem.

If it’s free then thats great and there is no problem at all. :+1:

3.2 on OS X includes Go Z correct?

3.2 is pretty rock solid for me so I think it is worth it. If you are new to zbrush you could spend the time learning the application while you wait for 3.5 or 4 to hit whichever comes first lol.

The only thing that I wish they did for 3.2 was to least update the zsphere functionality. If you are using another application like Maya or Modo to model your base mesh then you should be fine. But it is still a pain in ZB3.2 to do hands or articulated detail like that.

Done!

Is it normal for 3.2 to default to a scene with a sphere?

Yes

Richard

Yeah, there’s a major quality difference between what’s possible using zspheres in 3.2 versus 3.5, plus the 3.2 bugs they’ve left unfixed for many months.

The disparity between how they treat Windows and Mac customers (who paid the same price) makes the whole situation quite aggravating: Windows customers get updates, bug fixes, they even got GoZ functionality as of 3.5r3. Mac customers don’t get so much as even a explanation of when we might get 3.5 for Mac, or what’s causing the delay.

Aurick makes a comment that it isn’t several months out, but given how long it took them to get from 3.5r1 to 3.5r3 on ZB Windows, we’re either still several months out from release on Mac, or we’re at a point where they ought to be able to let us have something, even if it isn’t 100%.

sigh

Oh well, here’s hoping 2010 brings with it ZB 3.5 for Mac, followed by other exciting developments, and better communication between Pixologic and (Mac) customers!

when is the mac osx version due?

Last September.

BUMP!
7th month from ZBrush 3.5 Windows Released )
still no MAC version…

:lol:

7 months already! Next thing you know, it will be 8 months, then 10 months, then a year. Then, before you know it, ZBrush 4 for windows will be released. I’m going back into hyper-sleep. Wake me when it’s time.
:frowning:

No where near 7 months. I received my email to upgrade my windows license on 11th September. So it will be 4 months on the 11th of January.

Of course I did read that they reckon it would take around 30 days between the release of Zbrush 3.5 for windows and mac according to someone who reported they spoke to the folks at Pixologic. So bearing in mind the holiday season It COULD be any day as 25th November is when I was emailed about Zbrush 3.5 r3.

Who knows. I am just looking forward to it.

Mike

I guess it just seems that long. Let’s all just hope it doesn’t take 7 months or more. Back to hyper-sleep!(snore)

Where can I find one of those hyper-sleep devices? Or should I consider cryogenics?

I’m hoping they’ll knock us out with more amazing developements, this is taking unfairly long…

(Yawn)…Is it time?!! What? Oh, expletive!!! Okay, going back to hyper-sleep now… Keep me… posted… snooze…

[attach=174567]alien-hypersleep1.jpg.jpeg[/attach]

Attachments

alien-hypersleep1.jpg.jpeg

HI

Somewhere in this thread I did read a reply from support that goz for windows is already functional from within zb3.5r3 Like export in*.ma format with disp settings and texture applied for use in Maya (that’s easy). but has it more functionality in the pipeline?
Are there tutorials or helpfiles somewhere that explain how to make optimal use of this function between Maya and ZB? How is it best used in the pipeline between the two applications. I would like to know all there is to know about this function and what information there is and where I can find it.

GoZBrush

GoZ is composed of two parts, one is within ZBrush, the other is within the target application. ZBrush 3.5R3 already contains the ZBrush side of GoZ which allows you to…

  1. Export/Import the GoZ file format. This is faster, smaller file size, more reliable and contains much more ZBrush data than OBJ format. So whenever you need to export a file with the intention of importing it back to ZBrush, use GoZ.
  2. GoZ introduced a more reliable way of transferring high res details to an imported mesh, even if the imported mesh has new topology. You can already make use of this in R3. Export a low res of your sculpted mesh , import it in another application, modify the topology and import it back into the same ZBrush tool. You'll be asked if you want to transfer the details to the new mesh, click yes and you'll have your high res details (including PolyPaint) transferred to a new mesh.
  3. Import/export templates. Almost any text-file format can be created with the GoZ import/export templates. See the ZStartup ExportImport templates for examples.

To conclude, GoZ in ZBrush 3.5R3 for Windows and 3.2 for MacOSX are fully functional. What will be added in the future is the part that is associated with each target application. In fact, there is already a Maya part that is included in R3. You can export/import .ma files directly. This allows you to export from ZBrush one .ma file which will include any displacement, texture and normal map that you have assigned to the mesh and when you load this into Maya, the shading network will already be set, including displacement scale and offset, so all you need to do is render it.

You export the low res, modify the low res, import back the low res and ZBrush will auto-subdivide and project your sculpted details. Issues with this may be due to a too-small scan distance value. You need to increase the scan distance (try max dist for a test).

Here is how…

  1. If you mesh has only one sub tool, temporarily append another.
  2. Now you have the "Project Allist" enabled, set it to Max
  3. Hide or delete the temporary tool.
  4. Test it.

Aurick, according to what you have written.

Am I to understand that one can export their geometry as the “.goz” file format, and still use it like an “.obj” format in an application like 3ds Max/Maya?

Or in the case of exporting the “.goz” file. Would I need to just rename it to a “.obj” then edit it, export back out of 3ds Max. Then rename it from “.obj > .goz” and re-import into zbrush?

Help me out with this, because the GoZ description you have written doesn’t really state a step by step when mentioning the “.goz” file. I would really like to take more advantage of GoZ as it exists.:wink:

No, the .goz format is only for use with GoZBrush. Use the OBJ format, which will permit the functionality described in my previous post.

Ah sounds good. I thought for a moment there, that there was something more of use when selecting the .goz when exporting the low-resolution mesh :slight_smile:

is it possible to use GoZ to Maya with only the geometry, and just the default shader, no mentalray settings etc?.. it would be nice to be able to just send the geometry, since it polutes the Maya scene with MentalRay data, that is obsolete if you render in vray or Maxwell or what not.