ZBrushCentral

goz for windows in 3.5r3? (question answered)

I didn’t see any mention of it but I’m sure I could have missed it, so does anyone know if 3.5 r3 includes GoZ for windows yet? Thanks.

don’t believe so.

okay, thanks.

In the site of Zbursh: http://www.zbrushcentral.com/showthread.php?t=073517
It is clear stated what is below:
In order to continue refining GoZ and other ZBrush4 features, we have decided to postpone the release of ZBrush 4 and instead release an interim ZBrush 3.5 for Windows and Mac users. Version 3.5 will have all the features of ZBrush 3.2 – including GoZ – as well as additional refinements.
If you reed this carefully, seems that version 3.5 will include GoZ, but I looked for that buttom everywehe on this version for windows but I wasn´t able to find it, anyone knows if there is such feature in Zbursh 3.5 for WINDOWS?

GoZ is not fully featured in version 3.2 for MacOSX or in version 3.5 R3 for PC. In 3.5 R3 you can import/export in Maya .ma format; if you export a mesh from ZBrush for which you have created normal or displacement maps these will be properly assigned to a shader tree in Maya.

[COLOR=White]About GoZ

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 allow you to…

  1. Export Import GoZ file format. This is faster, smaller file size, more reliable and contain 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 transfering 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 window, 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.

Thanks support!

I didn’t know we could already be using certain pieces of goZ. Sweet. Now I just want my pretty little UI button :slight_smile:

Well, that’s all nice about GoZ but will GoZ be applied for any other programs in the near future? Like for 3DS Max for instance?

Thanks support, at least this feature will help, although watching the demo about goZ buttom, it is much easier and technologically amazing.
Eargerly Waiting for this buttom on windows version of Zbrush 4.

Dear support, you have said that: GoZ is composed of two parts, one is within ZBrush, the other is within the target application.".
How can one install GoZ in the target application, such as Maya for example?

Thanks