ZBrushCentral

FiberMesh™ Preview

Just played around with fibers so far.

Hell! This is fun!!
I only activated my backup on my laptop because I am in the middle of a production.
After playing a while with fibers I had some issues with the “frame” function and one subtool only.

Lenovo W520 i7 / Quadro2000M / Win7 64 Bit.

Never the less - I will go back playing :smiley:

Really happy with the update! I couldn’t wait to get home and try it out. Now I get to revisit my Siouxsie sculpt Hopefully there are some tutorials from Pixologic coming soon to explain all the new features more in depth.

When I saw the video, aside from the foliage examples I thought the hair looked too uniform and unconvincing… though interesting. In playing with it, I am very pleased with the flexibility offered and the ease of use. You can jump right in and go to town right off! Not to mention you can customize the variance to make it look and feel more natural. Quite easily in fact! In short, it’s very fun and I am personally quite glad that this feature is now available!

It turned out that the hair addition is quite nice and not that useless as I thought before. And they fixed a few bugs. Zproject brush works again with colors for example.

Nevertheless I probably will never use this hair tool, have no idea right now what it may be applied for in my workflow. I had a small hope this hair could be used to scatter small things like pebbles, or grass creation. The grass appears too artificial with them. Maybe with a bit more time and experience.

Zbrush still has numerous shortcomings which affect my work a lot and seems they are not going to be solved in a future.
For example, normal map can be baked for smoothed or not smoothed vertex normals on low poly meshes while in-game meshes often have some vertexes smoothed and others not smoothed, so I can’t bake it in Zbrush. Crease and uncrease helps a bit but not solve the problem completely.

I agree fibermesh is great in itself but not so practical to export to other apps for animation etc. To be honest the first thing I thought when I read about it was - yeah, that would work really well with vector displacement…

Still, you can’t complain about a free revision and I have noticed the load up time has been improved from release 2.

With many artists left wanting after core elements and stability/performance the pressure must be on the team to deliver an amazing ZB5 but im sure Pixologic are up to the task.

Bring on a 64bit fueled Zbrush!

:smiley:

I for one think its totally amazing and insanely fun.

Yes It is great and I love it
check out my first fun with fibermesh bellow :slight_smile:

http://www.youtube.com/watch?v=-1FCbgb3yN8

Cath

it was quite entertaining reading the whole zb hair/c4d hair debate. at the end of the day everyone will use it and love it none the less :smiley:

i think you guys will get a kick out of this fibermesh to splines for max.

http://www.mariussilaghi.com/fibermeshsplines.htm

you never know there could eventually be something similar for c4d, maya, etc :smiley:

Yes It is great and I love it
check out my first fun with fibermesh bellow :slight_smile:

http://www.youtube.com/watch?v=-1FCbgb3yN8

cool vid, at 2:50 something it look like you were trying to do chiney bumps :slight_smile:

Has anybody of you already managed to export a combed and coloured Micromesh to another Render-Application?
I just tried but this doesnt seem to work, or?

If You mean Fibermesh ? I did I exported to other 3 applications but… Micromesh is only visible in local rendering without export function as said the documentation.

Yeah, the mesh-export was no problem. I indeed tried Micromesh. Thanks for the confirmation!

all new features can be found in ZBrush4_R2b_whats_new.pdf in your documention folder if anyone is wondering forgot who asked this question about the new features in zbrush4r2b

Michalis has been doing just that into Blender and his results are fantastic, however he found a microscopic speck in the UV’s that he is trying to fix… I have no idea what I’m talking about with that last bit… yet…
Apparently its easy and fun.

Aren’t these Zbrush internal renderings with the exception of UV at Tips Image?

Hey, micromesh can’t be exported at this moment. Fibers can. With UVs. There’s a UV problem on the tip cup when 3 or 4 sides are the profile. If 5 or more (and of course 2) no problem at all.
http://www.zbrushcentral.com/showthread.php?165601-ZBrush-4R2b-ZClassroom-Movies&p=925043&viewfull=1#post925043

Mealea, you’re too kind :o thank you.

yes, and I was answering a question based on the assumption that the person was talking about fibermesh and that led to a bit of confusion, sorry about that!

Fibermesh can be exported. (with splendid results)
Micromesh cannot be exported. (for reasons even I understand, amazing huh??? GRIN!)

And Im not too kind, that stuff is fantastic!

I hope someone can write a script too turn this into guide curves for export to Maya Mentalray.

the maya version is released now. this guy is pretty quick, i think he said the c4d version is also on his lisit.

http://www.mariussilaghi.com/fibermeshsplinesmaya.htm

here is what he said

Thanks!

I am currently working on the maya version and I have a question:

What curve should I Use CV, EP or Bezier?
What’s the best type from creating hair from and is there one that doesn’t work to create hair from.

I'm not so experienced in maya that's why I'm asking

PS: Cinema 4D will be next.
__________________

I made my first nice preview created using Fibermesh and exported as mesh at 44.000 Poly

Cath

Attachments

REALITY-ZBRUSH.jpg

Great hair design/color mec4d !
I think hair should be thinner, a lot. But I had some bad experience trying this. lol
:+1:

Thank you very much, they are very tin actually but I made them more clumpy and not the fresh look after washing just for this hair style , if you look the section by the ear or neck you can see they are almost invisible , I used many groups to define the right destiny as it was in my references, The very tiny hair from fibermesh did not render that well outside Zbrush …
but this is my first general work with it so I hope I learn more in the upcoming future and how to use it .

Cath