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From a gamedev point of view, displacement or normal map extraction is sometime not so simple due to low poly nature, overlapping, mirrored and tileable uv , hard edges etc. Zbrush actually neglects gamedev specific needs almost completely. It may be a great concept tool but when it comes to production you have to jump over so many obstacles. For games the sculpting is probably an easy part and not that important. More visually significant part is texturing. Color texture if more precisely, together with specular level and glossiness textures. So many games cry out loud “Zbrush” with its hand painted, artificially looking textures, baked with its simplified renderer. You could think about painting photo textures produced with Crasybump or procedurally generated but you can't because for some weird omission you can't match color, depth, spec layers while painting in Spotlight. I would trade of that hair feature for a simple ability to keep several images in a locked,the same place on a screen. 3dcoat addresses that need at least and they introduced dynamesh long before Zbrush. I think Zbrush borrowed this feature from them actually. Although I still prefer Zbrush most of a time also, just want they face gamedev needs for a while.

Its interesting to know what the specific limitations are in the game industry and i agree that spotlight limitations are annoying in this regard.
Im not familiar with specific game texturing problems and i was wondering if the “low poly” pixel painting tools in 3dcoat are any good for this?

In film at least in our studio i can see meshes more and more dense and more and more detailed…rendering is also moving from scanline “cheated” rendering to physically accurate light and physically correct materials.

Yes i agree that 3dcoat is a very interesting tool and they integrated Voxel modleing which is in fact even better than Dynamesh since its a permanent Voxel engine instead of a hack in Zbrush…to be totatlly fair Voxel modleing has been around for 15 years in Claytools which is actually a point i make when saying that its good to keep your eyes open to what is out there always.

This said and eventhough i have played around with Voxels in 3d coat i still find the masking sculpting transposing workflow faster in Zbrush than 3dcoat…Havent tried all the cool texturing specific tools in coat though but some looks to quite cool :slight_smile: would be intersting you tell us what is your favorite feauture in 3dcoat that could be cool to have in Zbrush? I honestly believe that Pixo devs listen carefully and in fact Dynamesh was probably a reflection of Voxels and the topology free sculpting…lets hope they bring us even more in that direction for Z5

Pretty neat but I don’t want to have to divide up my mesh so much in order to save memory. 64-bit please.

Or a more likely answer would be that ZBrush borrowed it from Sculptris. They bought up Sculptris a fair while before Dynamesh was introduced. It would seem most logical that that is where they got the idea to do it and the technology. Although it was probably on many dev’s minds before they even knew of Sculptris.

Being facetious are we? Heh. I don’t think anyone needs to worry about it. Pixologic has always done their best to fix bugs, and I doubt they would have spent time implementing a new feature if they hadn’t finished doing so. It was delayed after all. They were probably done back in December, having worked on them since the day Z4R2 came out. Getting updates out to all the users isn’t easy for them due to the system of distribution they use, so it’s better to delay rather than release one version now, then another in a month. Besides, the complaining (if it can even be called that) has been more about this new feature versus new features people would like to see, not versus bug fixes. :wink:

artists dont whine OR complain we are of a different mind set than normal neanderthal and crave constant perfection in our work… SO THERE…!!
:laughing:small_orange_diamond:laughing:

Limitations come from the nature of low poly. Zbrush seems focused on character modeling but modern games are so much beyond character creation with so many things are really low poly. You just have not enough mesh tessellation, bevels etc. to have both displacement and normal maps to work good, especially on simple geometric forms. It's always a kind of compromise and you have to cope with wavy looking lines, normal map gradients which are usually look not so good with games renders etc.

To solve such problems you have to use a number of simple tricks and so called “cage” mesh or edited vertex normals to impact the backing projection directly. You can do it in other soft but huge obj export/import and no vector displacement export in Zbrush makes it quite a painful operation.

3dcoat is not a panacea either. It has its own shortcomings but a few things I would definitely like to see in Zbrush. Especially in regards of texture painting. For example every brush variant have it's one specular level, depth, alpha, and color dab and you can paint color, depth and specular texture simultaneously and you can chose several brush dabs at the same time so a brush could alternate them randomly.

And what I like even more is so called “materials”. They are textures for projective painting onto a model and also have its own alhpa, color, depth and specular information that is painted simultaneously. Why Zbrush can’t do it for depth and color at least is beyond me. It looks only one step behind it.

It is a revaluation,relay handwork, let anyone uses z brush dose not go another App.,like Max or Maya.thank a lot to all team.

Why Zbrush can’t do it for depth and color at least is beyond me.

I know, but not quite true. You can paint depth and color in zb, you can mask by… what you like. Try it in 3dcoat please.
Lot of old users of 3dcoat prefer the microvertex mode for baking-painting. More similar to polypaint. Unfortunately this is still buggy though it is The Only way of 3dcoat to export displacement maps. Not great displ maps though, blurry mostly. Not comparable to zbrush quality. Let’s not forget that painting hi frequency displacements may be useful in some cases. Not on an old mans face though. You need real sculpting and great displacements for this. Neither 3dc can project subdivided cages the way zb can handle. Yes, zbrush offers just a few tools for this job, but tools of great quality. Neither of these apps have a good UV editor, so helpful when texturing a tartan like shirt, where seams have to be visible and alignment of vertices is needed.
So, nobody is perfect, we all use 3-4 apps at least for such a job.
First of all we need a good app for sculpting. Zb IMO is the best and this should be more than enough. Some fast, good looking presentations of the concept, again zb is great and it should be enough. Export decimated versions, great again. A perfect tool for illustrations, indeed.
A better retopology, a real UV editor, Ps like layers, etc etc is possibly an endless list.
My few cents on this.

WOW !!! finally :smiley: really looking forward to that

I meant you can’t project both depth and color taken from two corresponding source images because there is no way to get both images matching each other on the screen. Neighther with Spotlight, no with Stencil. Even z-project brush dosn’t work any more.
3dcoat got rid of many its problems already and is able to export/import vector displacement exr files. Masking is freezing there and works just fine.
I still do prefer Zbrush although. Just want they solve a few of their old shortages. For example “ALT “ button is mapped for a few very useful brush behaviors and also a color alternation. It’s very nice actually. But why the same button works as color eraser on layers? It makes a lot of mess and mistakes. I do not use layers just for that single reason mostly.

ps. you can export displacement form per pixel mode too in 3dcoat

ps. you can export displacement form per pixel mode too in 3dcoat

Only the painted ones, not the voxels/surface displacements. ;)Don’t be fool (as I was)
I have some experience on this app. Not always a good one.
Same way, you can’t use the voxel mesh as a direct guide for cavity masking.
This thing is ridiculous if you follow me.
In general, you can’t compare it with zbrush.

There are areas where 3DC and ZB overlap, but this isn’t what’s important and people focus way too much on it. It’s where they differ that’s important. Doing so makes one realize they complement each other quite nicely. Not only do you get the best of each, you also get what’s missing from each.

Polypainting was just added in 3DC v3.07.03 (yesterday?) which should help with the texture baking issue. I think someone mentioned you can paint via cavity masking too so it is in there, although I could be wrong since I’ve only had it for a week and a half. It’s best feature IMHO is Andrew though. He’s surprisingly open to suggestions and crushes bugs quickly.

Hopefully it was ok to mention this app seeing as others have. I know some folks see it as bad taste and heaven forbid we offend their delicate senses by talking about anything that isn’t ZBrush lol. :wink:

I think someone mentioned you can paint via cavity masking too so it is in there, although I could be wrong

Answering my post there, actually. Not working, sorry. You can’t export a cavity mask from 3dc. Not something decent. It seems so.

As I said 3dcoat is not a panacea too. I use it for texture painting mostly. It allow to import displacement into per pixel mode also and use it for cavity/dents masking. Also you can use ptex mode and bake maps into usual UV later. For cavity you just need to transfer depth info into each layer you want to paint cavity related things. It works just fine and sometimes even more convenient since you can choose what displacement details you want a brush would be related on a certain color layer.

I would still prefer to paint in Zbrush because I like its brushes behavior , auto masking and imbedding features more than 3dcoat auto-masking . Just want they borrowed only a couple more goodies from 3dcoat instead of introducing cool but useless things.

ps. Cavity export do not work any more in Zbrush too. Not a simple way at least.

Yeah, mask by AO, or cavity, fill with color , export color map, something like this. A known minor bug, they probably fixed it.

Speechless my friend

Eleven days till fuzz fluff and smushed bugs!

Needs Hairs!!!

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Not intending to sound greedy :wink: but where is the NoiseMaker video?