ZBrushCentral

*** Introducing GoZ - PART 2

Hay! thanks to mentioning this I guess their are more 3D apps than one can know about. I checked out all the galleries I can’t think of what I would use it for other than making robots but this a very interesting program. Reminds me of TopMod.

The GroBoto description of the way tech works I read in the linked thread of GroBoto not being mesh based but completely parametric. GoZ would come in handy for rapid import of meshes for Reference and rapid export of output meshes.

so anybody got any idears when the next anoucment will be or if there are going to be any at all?

Will there be any official posted instructions (pdf) for using goZ? I watched the preview and it looks great when jumping back and forth with one solid model, but I’m not sure how to do it when your model has multiple assets in Maya and you want to port all of them over as separate subtools in ZBrush. Also, I’m still having difficulty generating displacement maps. The color and normal maps port over fine, but the displacement isn’t there. Any tips?

so anybody got any idears when the next anoucment will be or if there are going to be any at all?
I wish I knew. They said August, which is only days from now. My guess is that they might try to release it to coincide with the SIGGRAPH exhibition dates, which are Aug 4-6. Not saying that they are or that this will be their plan. It’s just a “my guess is as good as yours” sort of speculation.

Please, please please please, add 3DS Max support!

Yes, MAX!!!
Pretty please…with a cherry on top!
promise to do some spectacular work if you do :slight_smile:

Here’s another vote for GoZrush-for SoftImage|XSI.

-Hob

Can any of u tell me how he did thos buildings on the bottom of the model. What tools did he use to do all that?

well if you look carefully you see its almost all done with the extrude tools.
the smooth preview. someone should be reading the large and excellent help files that accompany Maya.

BTW why is everyone keep asking for 3dsMax and XSI when they clearly show and have said it going to be in there ?!? I more interested in GoZ for 3Dcoat or Vue8 or even tarraGen that would be nice.

If none of the apps crash while trying to do it I’d like to make some cool Combo-videos where I show a complete project form begining to end tossed between ZBrush and Maya and PhotoShop FTW!. and @ the end say comboooo-backer!!! for no reason :smiley:

yes the extude and smooth preview are obvious, but there are some things that were done with the single click of a menu button which i was curious about. particularly what he used to select the corncerned edges then crease them to make them look rigid.

err the crease edge tool in the edit polygon menu (its way at the bottom)

hmm, i did ask for the one used to select the edges for creasing. its ok i’ll figure it out. thanks anyways

Pixologic - I bow to you!

Here is my story:

One day…after using Zbrush for quite some time…I’ve said:
Darn it! wouldn’t it be awesome if I could merge this lower body of my model with the upper body of my other model. I just LOVE how I’ve done them both and I DO NOT want to do it all from scratch again! Shame there is no efficient way to merge it :frowning:

Some other day I’ve also said:
Man wouldn’t it be super awesome if I could somehow make Maya and Zbrush directly collaborate. That would be an ULTIMATE creative weapon and I could easily edit my model’s topology while still maintaining its shape, its all subdivisions and all the details that go with it…MAN like a dream come true!

Yet another day I’ve also said:
MAN WOULDN’T IT BE FREAKING SUPER SAIYAN AWESOME IF SOMEBODY WOULD FINALLY CLEAN ALL THE MESS WITH ALL THIS IMPORTING/EXPORTING/APPLYING/ADJUSTING OF THOSE WRETCHED DISPLACEMENT MAPS WHICH ARE THE TRUE NIGHTMARE FOR AT LEAST 99% OF DIGITAL ARTISTS IN THIS WORLD!!!

HOW HARD!? SERIOUSLY, HOW HAAAAAAARD it could be to come to PC, throw him one binary slap and tell him in a binary language "LISTEN DUDE! HERE IS YOU’RE FREAKING DISPLACEMENT MAP! WHITE IS A HOLE, BLACK IS A HILL!(or vice versa) SET THE OFFSETS AND FREAKING INFLAT/DEFLAT EACH VERTEX/PIXEL TOWARDS HOW THE FREAKING DISPLACEMENT MAP TELLS YOU!!!
HOW HAAARD IS THAT!!??!? HOOOOOW HAARD COULD IT BEEEE??!?!?!?!! MWAHAHAHAA HA HAH WAHAAA WAHA HAHAHAAAAAAA(hysteric attack)

Then some completely other day I woke up to realize that ALL this will be solved soon with this AMAZING GoZ tool.
This is seriously THE BEST improvement in the history of the design software, no kidding.
This is EXACTLY what I’ve been searching for all this time and I am sure not only me but majority of 3D artists around the world.
I cannot believe it, its almost too good to be true…Its almost like - hey wouldn’t it be great if I had a nice little decent renderfarm at my home! and then suddenly TUFF! a beautiful huge studio with 100 top notch PCs falls from the sky right in front of me.
ITS THAT GOOD! trust me :stuck_out_tongue:

I hope this post didn’t disturb anyone and I hope you realize how huge pain-release this GoZ tool will be for me and many of us…don’t you agree?

P.S.
STUUUUUUUUUPID displacement maps! grrrrrrrrr…

Incase if you havn’t noticed…
GoZ isn’t coming out until the end of September.:confused:

When will it finally come for the PC?

When 3.5 is released for Mac! :wink:

Haven’t done much in ZBrush lately, waiting GoZ…

Still a great program, but would like to integrate with Modo…

Hope to hear from Pixologic team soon, or shall I rather ask Father Christmas in my Christmas wish list…

Ziggy…

Any update pixologic? When is goz going to be available on the pc? Any type of estimate would be nice as I was waiting for months for goz on the pc having been told it would be in… Only to find it abscent when 3.5 arrived…

Mac’s had it for months, I’ve been patiently waiting… and waiting… and waiting…

I waited for v4 in august that never showed

Then told only 3.5 but still would have goz…
I waited for 3.5 for months… no goz…

I waited for 3.5 r2…no goz…

Will finally arrive in 4 we are now told… when? Abslutely no idea, not even a sticky with an estimated date…

Very difficult for us commercially to never even be able to guess when it’ll arrive…

Been 7 months now :frowning: Can we just get an estimate? Getting fed up checking every 2 days for month after month… all I want is a rough date to check back.

[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 contains 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 for the heads, so goz is included in r3 in the end not r4, missed the announcement that r3 would included goz after all.