ZBrushCentral

*** Introducing GoZ

I don’t want to rain on the parade, but if maya tools like “split polygons, add edge loop” are given, it only means you can add loops, not change the polyflow. This means you can add loops where you don’t have enough poly density, it absolutely not means you can change the topology during sculpting…

wow wow wow :eek:

I’ve contacted Ton, head of Blender, and he said he would be in touch with them at Siggraph =)

cheers

brian

aaaaaand i came.

Mudbox should just give up.

That’s still anyone’s guess… If GoZ allows for the addition and placement of vertices/edges, I see no reason why one would not be able to retopologize a model. We can already retopologize models outside of ZB and reproject details back on with the current versions of ZB. It just takes a lot of button pressing in the right order to make it happen. It looks like GoZ automates this process. But let’s wait and see before we start making bold claims. :slight_smile:

I use 3dsMax 2010 so I will keep my excitement for later.
For the time being it is useless for me. :evil:

It’s a different thing to add points on an already mapped vertex index, a totally different one to remove them. If you remove one, you change the order, unless zb4 doesn’t only use vertex order but also some sort of shell reprojection it’s no better than split edge loop…

I didn’t touch it, but i’m pretty sure there will be a massive disapointment when people do. I hope i’m wrong really.

Great news. However, why would you port it to C4D and Modo before 3DSMax? Seems backwards as those 2 have nowhere near the usage as Max. Maya is a different situation because that’s widely used…but Modo and C4D?

:frowning:

Xsi…

We’ll have to see. I’m hoping that the higher subdivision levels are stored as some sort of volume and can be reprojected on to a malleable cage. All we can do is wait. I also can’t wait to see what the removal, welding, and addition (bevel, or extrusion) of geometry does. If they have been able to free themselves from the limits of point order then they have a system just as flexible as voxels.

I love the idea of blocking in a very simple mesh in zbrush, then jumping back and box modeling some more and then switching back to zbrush to refine that. Even just being able to weld a seam you discover way into the sculpt.

Absolutely amazing,

I just love this new feature / app. Especially being able to edit your mesh to add edge loops after the fact and not have to go through all of the old hoops to bring that mesh back in. What a time saver. You guys at Pixologic Rock! I do have a question, the video stated that you can now divide your mesh up to one billion polygons. How is this going to work. I know that in older versions you can divide your mesh to very high levels, but were not able to use that mesh in any outside application. Has this issue been addressed? I can’t wait till ZB4. I will be waiting with baited breath.

Thanks again Pixologic for always improving and moving forward. Not to mention that you actually listen to your customers and integrate things that we need not just some cool feature that will hardly ever be used.

<O:p
Cc909

<O:p

awesome

Holy crap, I can’t believe it. This means I can now render in C4D without ever worrying that I’ve added too much detail in ZB and have to mess about with displacement maps.

Personal taste. C4D and Modo are great when you learn them. I personally hate 3DSMax and always have done. Modo 401 is going to be a killer when it’s released.

I’m really glad C4D is included in this from the start.

I agree with what everyone else said, fantastic stuff Pixologic :+1: this is as good as the workflow can get. :slight_smile: and great that you guys cooperated with Luxology on the Modo plugin, that’s like icing on the cake.

When will this baby be released ?!

/ Magnus

im guessing you shouldnt think about how good you can
retopologize outside zbrush you should think about inside :slight_smile:

Retopo in zbrush 3.1 is more like a first try… a beta.
Nothing the coders would brag with at a dinner party im guessing.
Maybe now they drive a ferrari rather than a traktor :smiley: :smiley: :smiley:

Think about the possibilities. Just drawing some lines on your model
and letting zbrush calcute a flow… man thatd be nice :wink:

Same here. Its highly underestimated.
Its for the brain that visualizes pictures rather then numbers.
For me its easier to remember many different icons than many different words.
This made 3dsmax kinda freaky to me

So lets hope the import export and normal and displacement settings work good in c4d.

Omg omg omg!
This is sick, I watched the whole preview with my chin on the floor :eek:
I have said this many times before, but never meant it as much as I do this time:
I LOVE YOU PIXOLOGIC TEAM! :smiley:

Hello Zbrush and Modo user here.

Does this mean you can use Modo’s Flex tool to repose a mesh then just press GoZ button to send this updated mesh back to zbrush?
Because I just listened to the GoZ video again and it must allow things like reposing to take place from Modo to Zbrush and back again.

Kind of like playing ping-pong between apps.

Or is mesh transforms like reposing a one way trip for GoZ?

Thanks,

well… right now you CAN add edge loops to you mesh inside zbrush.

I’m wondering that what GoZ allows you is the possibility of adding loops outside zbrush with a better control of where the cut should be.
Still youre only able to add edge loops.
Thats what i think…
I might be wrong thou

Because C4D (even though I don’t like it much) is the top app for motion graphics used in TV commercials which means BIG money, bigger than movies.

Modo on the other hand is increasing its usefulness tenfold with each new release, it’s poised to outpace 3DS, Maya, and most others within the next 2 or 3 versions. Not to mention, the modo people were smart enough to jump on this once Zbrush contacted them.

But you’re missing the main reason, they targeted GoZ for the MAC first, since they won’t be updating to Z4 for mac until much later than the PC version. So they are supporting the best 3D apps for the Mac now, and then I’m sure you’ll see all the PC only 3D apps supported when Zbrush 4 is released for Windows.