ZBrushCentral

HD Geometry

Hi all,

I apologize if this is the wrong place to post questions.

Anyway, HD Geometry is DA BOMB and I want to know - when will we be able to decimate HD Geometry and GoZ it back and forth from Zbrush to Maya? Is this in the near future?

broadstroke

Well…they say in 4 we can sculpt on “Billions of polygons”…granted…we can do that now, with HD geometry. I was hoping that they will let us export that out…granted, I don’t know how it would be exported…as a 16k map maybe…but god, I don’t want to wait for a 16k 32bit displacement map to generate…and then the render times! Oh the humanity.

Anyway, when the animation side of 3d catches up to the modeling/sculpting side then I can see a need to hit billions of polygons…i mean, really, after 2-6million on a head do you really notice the difference?

Basically all I find useful for HD geometry is it lets me totally disregard the geometry that I’ve started with. which is great…except for not being able to do anything with it afterwards. I would be happy if they would let us project those details…or as close as possible onto a new topologized mesh. The only real thing it would do for me is change my workflow from retopo in the middle to retopo at the end.

Thanks for your reply goast666.

I am hoping to use HD geometry for sculpting custom landscapes, and want to avoid displacement maps altogether. If I could decimate a huge resolution mesh and bring it into Maya easily, I could then light the scene and use animated 3d cameras to great effect.

I really dislike Vue, and anything procedural for that matter. The freedom of ZBrush, bridging the artistic/technical divide for the ‘technically challenged’ like me, is the most exciting and liberating development in the digital arts (to my mind) in the past 20 years.

b

i also found that HD is great for landscapes and doing fine short hair but a pain to work with.