ZBrushCentral

Announcing ZBrushCore

Considering that ZBrushCore can come packaged with a Wacom Intuos that has multi-touch, does anyone know if ZBrushCore will have support for multi-touch, preferably multi-touch navigation?

while watching the reveal last night- they had mentioned that core will have files that were created with Wacom for what looked to be the rubber grip, that could be 3d printed.
will these files ever become available to the rest of us who use the pro version of zbrush.
i have long hated the rubber pen grip… i’d dearly love to print one and use a hard grip instead.
i know i could model one myself- but if there’s a file with perfect parameters already in place, i’d rather use that one instead.
thanks!

@Ham: Yes, we will probably include these files. We need to ask Wacom BTW, but it shouldn’t be a problem.

4R8? where is the info on this, for thoes who didnt see the anouncement what is r8 about, whats in it, and whats the status on V5?

Thanks, Dan

Totyo
@Ham: Yes, we will probably include these files. We need to ask Wacom BTW, but it shouldn’t be a problem.

thanks a lot!

I think ZBrushCore is a great initiative, kudos to Pixologic. It significantly lowers the treshold to enter the world of ZBrush. In my humble opinion, for 3D artists who don’t own ZBrush, just having Dynamesh added to their 3D toolset is worth the $ 120 alone. Except for maybe Modo’s MeshFusion I know no alternative that equals it. Blender’s Remesh modifier is only half as good as Dynamesh.

I found this on the update: pixologic-announces-zbrush-4r8

http://www.cgchannel.com/2016/10/pixologic-announces-zbrush-4r8/

Hope there is a demo for Core, it’s hard to know if the limited workflow can suffice until you’re in there digging around.

Personally looking at the feature differences I’m pretty disappointed with Core.

Also dynamesh is basically equivalent to Blender dynatopo and Sculptris. Both can be obtained for free so it kind makes it bad solo reason to get the software.

I read on the feature compare chart that ZbrushCore doesn’t support UV mapping, that means I can’t generate a displacement map or normal map for export to others programs? what is the workflow to get the sculpt data into other apps?

thanks, David

Just for the benefit of people who haven’t found it:

ZBrushCore.com
Feature Comparison with ZBrush

Thats great. There are already 14 YT videos for Core. Nice headstart!

https://www.youtube.com/user/ZBRUSHatPIXOLOGIC/videos

Some Zbrush Core differences questions…

Sorry I’m noob to some of this…

Zbrush Core:

Number of brushes = 30
Does that mean it comes with only 30 or you can’t add/use any more than 30 brushes?

Surface Noise = Render Effect
What does this mean compared to “Actual Geometry”?

Will there be “lifetime” updates on Zbrush Core like the regular Zbrush version?
Or will there only be one version of Zbrush Core?

Zbrush Core has some cool 3D printing features that aren’t in the current version 4R7.
Will these 3D printing features appear in 4R8?

Thanks for your help.

It has been years since I did any 3D so a price for a full version is ridiculous. But looking at the features of Core version it’s just disappointing. There is a lot of tools I use before that won’t be available in this version. I used to do modeling for games. And it looks like all of the important features are missing. Are there some alternate ways to do Texture Map, 3D Layers, Spot Light, Material Editing, UV mapping, Decimation, Crease tool, etc, in this Core version?

In addition, still no Linux version? :td:

Can someone please list all the 30 brushes that comes with Zbrushcore?

Thanks…

Here’s the 29 brushes I’ve been able to spot in the tutorial videos:

Clay
ClayBuildup
Standard
DamStandard
Move
TrimDynamic
hPolish
Pinch
Inflate
IMM BParts
IMMModelKit
IMM Primitives
Paint
Transpose
SelectLasso
Select Rect
Mask Circle
Mask Pen
Mask Perfect Circle
Mask Rect
Mask Square
Move Topologica
Noise
Paint
Pinch
Rake
Smooth
Stitch Basic
TrimDynamic

Hope that helps.

@AltCetera: Thank you very much…

Not sure if this is the place to ask the question but I watched the announcement for ZBrushCore and Z4R8 and wondered if Keyshot will be able to render the real-time boolean preview or if it requires conversion to mesh prior to bridging/render.

lovely :+1:

Boooooring.

ZBrush isn’t that expensive to start with.

Hopefully the coding / team at ZBrush isn’t diverted to a stripped down ZBrush and all hands are on deck to improve ZBrush to a new version. (an amazing piece of software in itself).

Adding things ZBrush R8 like —

>> Subtool layers and much better subtool organization options.

>> A Subtool floating window you can dock somewhere on a second monitor that shows subtools , that can also be organized into named layers.

>> Overall software appearance themes, larger easier to click on fonts / buttons.
Floating window capability.

>> A dynamesh calculation that acts like ZRemesher in it’s ability to give more detail to higher detail areas, less faces to less detailed areas.

>> An option to use GPU to drive viewport display (gasp).

>> A paint brush that ‘paints on’ extracted mesh, instead of masking manually, fiddling with extract parameters. :wink:

>> Access to libraries of high quality skin alphas (like Surface Mimic samples).

>> A new kitbash subtool of a proper male / female starter mesh full body, including a good mouth / interior mouth / eyes.

>> Export turntable options for different file formats (currently we have to manually script / convert file format every time for dailies).

>> Hire a really good UI artist to improve the overall look of the program from what it was 10 years ago.

>> A big, bubbly , easy to see BUTTON that says ’ quicksave ’ that does -not- quicksave your hard drive space into the ground but is smart enough to just keep iterating over 4 files only.

>> Fix ZBrush min/ max functionality as a main program window. Every time I run it on any machine it often needs a ‘re minimize’ … ’ manually re position’ window size to what you want. (especially if for example docking an image on the left of the program ).

>> Easier to find big bubbly buttons for camera docking (save camera angle options). One that does not require the user to manually setup and interface themselves to support this feature.

>> way better easier to set results for map by cavity / export cavity map. (currently the results are often too hard , too jagged, until you find that sweet spot for settings, also cavity map exports look awful and require major tweaking / or in our case in house tools that give much nicer / smoother and more detailed cavity maps for texture use).

>> full suite of map exporting like XNORMAL so we don’t have to go to that program , instead inside ZBrush you can enter a low subtool, a DIFFERENT high subtool, then export away. All maps, normals, AO (and not bad AO like it is currently, real, detailed AO like from XNormal), Cavity (nice cavity not stark hardly usable harsh cavity), polypaint / vertex color, spec / curvature etc.
:confused: