ZBrushCentral

*** Introducing ZSpheres II

Maybe i’m missing something you got, but n the vid it doesn’t seem to be like this. It seems he builds up a z sphere armature (which could also generate a low poly adaptive mesh) then he adds up muscles and mass onto this, and obtains an high res skin.
The armature acts as a rig skeleton.and deformer.

As for topology, since normally this armature would generate a common adaptive skin, i don’t see how ZB could generate some sort of mail of zspheres arranged into quads or whatever to further edit the topology of this new low poly mesh.

or better, may be it could, but seems like sci fi to me.

However, in this case it would allow for reapid workflow, cause you’d have to fix only small parts of the mesh for a good topology for animation

wow, I saw the video Nemoid and it looks really promising.

The place I’m stuck with ZSpheres is the bone length constraint as I’m not exactly great at 3d-space Maths, but the animation process in the video looks really intuitive and smooth. Also seems less technical like you mentioned, much more artistic and fluid for the artist, which is what Pixologic pushes for in general anyhow, breaking technical boundaries etc. I understand why Pixologic haven’t looked into animation yet, but they should really soon if you ask me, they’re really getting there.

Either way, ZSpheres 2 looks amazing, and I can’t wait to play around with it!

We’re going to need a bigger boat.

Definitly Ingenious, for an innovation, this is the most tricky idea even thought off.
ZBrush Competitors will get their hairs falling down spontaniously.
But one thing that the demo don’t show. How to flip from muscles Zsphere (I’ll call it like that) to a low res mesh??
And for the grid, this is now 04 yrs since i was waiting for a Normal 3D space in ZBrush, only for standardization sake with the other 3D Soft.
Only one thing missing to make Zbrush the perfect Sculpting Soft:
“Pixolators try to make the meshes editable even if we go out from the edit mode (of caurse without using any technique like subtools or layers)”

any way your scripting advance has become more powerfull day to day, witch make me able to suggest more crazy things to develope.
Thanks guys Keep advancing. :+1:

iam not getting my hope’s up to see 3.5 in august , i remember waiting for zbrush 3,

Anyone have any ideas how you would delete a muscle group from the ZSphere armature?

I mean in ZBrush it looks as if the applying of muscles or clay is done almost in layers and they are somewhat separate unlike 3DCoat voxels where adding clay melts or merges with previously applied clay. In ZBrush how would you delete an underlying muscle or am I just not understanding this properly! :cry:

Just really interested in this and this may just convince me to buy ZBrush again? :smiley:

Thanks

Only the guys at Pixologic are mad enough to come up with something this awesome!!!

Oh I’m soooo excited. Well done guys, I’ll drink to you.

yeah that’s the main point.
When i saw this vid I said if that armature could be made out of zspheres and provide the same skinning and deformation results it would really be awesome and intuitive for animators to work with.

instead. after thinking a bit to it, this new z spheres technology seems also to go in this direction:

  1. build up skeleton armature
  2. build up muscular structure over it. deformation could be handled through morph targets or maybe be tied someway to bone rotations
  3. obtain a skin, over that muscular structure, in which you sculpt al dermal an surface details(pores, wrinkles, fat) so that you can mimic real organic structure if you need this-
  4. a way to obtain a low poly mesh with good topology onto which project skin details

last point would be animation features. Rigging and animation btw brings up several complex problems, but vid i posted show a good direction to handle them.

Even more awesome than when the first ZSpheres were announced! I can’t wait to play with that! :lol:

Thanks. This is a great find. How did you happen on it? It…well, it could work!

Wow:eek: :eek: :eek: :eek: :eek:

Welcome to the Goodie Room!

Looks cool! I can’t wait to play around with this and GoZ later on this month, RIGHT PIXOLOGIC? RIGHT????

If you guys keep going at this rate, a “MAKE ART” button might just be the next step.

-peace

i stumbled into it browsing some forums… there is also another vid
prior to this i saw last year, then i found this one, posted also in 3d coat forums. In the same website there are more interesting tech papers and vids. :smiley:

I also noticed in the vid how clean the skinned mesh was. It looked like all quads that were evenly sized, which is much different than what you typically end up with using zspheres now. It didn’t look like the adaptive skin, and looked better but similar to unified skin.

Yea, and if you notice at the end of the vid, at the right-side menu-bar, the Unified Skin menu was expanded and had values set, which means most probably it seems that the final mesh created for sculpting from this ZSpheres method is unified skin.

I wanna have some of the stuff pixologic is smoking - how the hell do you guys come up with this stuff??! :eek:

I would really like to be a fly on the wall when you guys have “brainstorming meetings” :lol:

Incredible! Fantastic! It was what I needed this wonderful tool. I’m willing to try.

I’m sure you do it the same way that you delete regular Zspheres with the alt key in edit mode or some similar hotkey that inverses the regular drawing operation!

As far as the “Zmuscle” build up is concerned, it looks like they work similar to regular Zspheres in that the first and the last Zsphere of a brush stroke are the only real ones, with “tweened” spheres spanning the distance between them. I suspect that which ever Zsphere is under the mouse when the stroke begins is set as the start of the muscle and the last Zsphere under the mouse when the mouse is released is set as the end. Then Zbrush spans the muscle spheres between them with a contour similar to muscle mass, instead of the straight linear tweening that normal Zspheres accomplish.

-Jason W.