ZBrushCentral

***Announcing ZBrush 4 for Windows And MacOSX

It´s an election. Companies spend a lot of money to know what I´m thinking. I like to make it easy. I´d rather have that money go to Goz´s development :wink:

If you had joined the hardcore project you would be privie to what is happening, yes even with core newtek got lost, but with the appointment of Rob Powers to head the direction of both lightwave/core until core can function on its own is a step in the right direction. Looking at Robs background(avatar movie digital content) and more besides, and reading his vision for lightwave/core i’d bet on the man to succeed, and apps working together is high on his list. Siggraph will prove this to be true.

Am excited about new version but a little feld with people saying GoZ functionality iscalready there in apps like Lightwave and Xsi. It isn’t. Sure you can export, import, modify, export and reimported a mesh between apps. But what about the texture set ups and normal map set up. That functionality os not already there automatically I’d it?

What pisses mecoff most is that in the year ( jor here a bouts) since GoZk was first announced I have had no ‘official’ answer from Newtek or Pixologic about GoZ for LW.

Boffo features would be nifty and stuff, but could 4.0 please be less buggy… A LOT less buggy?

To everyone whining about the exclusion of XSI I have to say this: I’m a mac license holder, I hope you’re enjoying 3.5. I’ve been watching 3.5 videos all over again and drooling just because I know that at least we’ll finally be getting all those features. Even through all this, I love pixologic, and still think they’re the best in the business. Please stop complaining about what you don’t have and look at the AMAZING stuff you already do.

I’d really like to see an update on the painting toolset, something that could rival mudbox in that department. Paint layers, clone stamp and drybrush tools, that’d be pretty sweet :smiley:

Thank you for this update, there seems to be some very nice new tools.
We all have dreams about how what we get with a new version, amongst mine, being able to use my beloved spacePilot :slight_smile:

Between Max, Maya and XSI, the latter is the newest.
And with the release of ICE in version 7, I believe a major update/rewrite of the core had to be done in order to accommodate the new technology.

I’m sure this has been asked loads already, but does anyone know roughly when we’ll get to see a feature list of ZB4 released? :smiley:

Between Max, Maya and XSI, the latter is the newest.

I don’t know if I say it is the newest. XSI has a history that goes a fair way back. But, yes, it’s hardly old tech. Version 7 was the last XSI. Versions afterwards are now named Softimage. But XSI 7/7.5 are still well supported quite a few companies (thankfully, as I’m on 7 ;)).

who uses XSI generally is scared by other apps interfaces

Yeah, um, no.

Newtek still has not released an oft promised non beta CORE for pixo to work with. They can’t give anyone a release date for software that hasn’t been completed yet. I don’t blame them one bit, and I sure don’t expect them to write for LW9.5, when core could be released at any time.

Newtek just hasn’t been stable enough to support, pure and simple.

Who knows? I might upgrade my LW seat to core once it is ever officially done and released, but in the past two years, all I’ve seen from them are empty promises, and vaporware.

(And a beta program is not an official release. Newtek even tells people NOT to do production work with incomplete beta software.)

Siggraph ? http://ugm.pixologic.com/registration/Siggraph/

Thanks for the upgrade guys.:smiley:

Great news!

Sweet, thanks Richard.

I WOULD LOVE TO SEE THIS …

>True texture painting (no more polypainting)?
[color=LemonChiffon]
hm… additionally that would be great, but I see no reason why polypainting should go away. it’s pretty useful.

>Sculpting layers on any subdivision level?

maybe I am not understanding you correctly, but as a matter of fact you can already have sculpting layers on any level, simultaneously.

I actually love the idea of polypainting… i would not want to loose that…

maybe a quicker way to converting it to a texture, such as converting polypaint to texture with visible subtools… SO I AM NOT REPEATING THE SAME OPERATION N AMOUNT OF TIMES CREATING CONFUSION AND A **** LOAD OF TEXTURES.

I have a Ztool that is about 60m polygons total and it is not fun to convert polypainting one subtool at a time…

And for GOD’S SAKE, bring back zmapper!!That was probably the most popular tool in Zbrush next to projection master. I really hate having to use the normal mapper in 3.5 r3 because I can’t visually my map and tune it like i did in ZMapper…and have to repeatedly bake my normal maps everytime…

And bring back Displacement Exporter because the “new” way is just the legacy way of doing it…and it sucks!! In fact, for a new Zmapper, allow that to have the function of both baking out height maps… that would KICK ASS

+1 for keeping polypainting. For sculpting, texture painting is silly compared to the creative freedom polypainting bring to the table. Workflow, resolution, masking. You have to sculpt details to millions of high frequency polygons anyways, so it makes sense (and saves memory/performance) to assign colors at the vertex level. We just need layers. :wink:

ps. the hints about preparing your model for animation/morphs as you sculpt gives me good ideas, and has me holding my breath. Imagine if you could define muscle or fatty tissue areas somehow, and make a basic bare-bones rig inside zbrush. Then, as you position the model it interpolates between two morphs based on the stretch characteristics of each muscle. Basically, you could sculpt muscles to bulge and paint veins to pop out as a character bends his arm. Then of course you could import the whole thing with GoZ into maya with the rig and morphs already there for an animator to build off of. :smiley:

also, my hopes about what they mean by “freely add detail” is possibly a dynamic tessellation system like Scluptris. I love the fact that if you mess up in that program, you can just “erase” that section of the mesh without loosing details in other parts of the mesh.

…my number ONE wish would be ability to render HIGH RESOLUTION IMAGES… save them as tif, jpg… whatever…