ZBrushCentral

*** Introducing ZSpheres II

I gotta say showing new tech certainly gets people amped.
Tho, for me personally, I won’t use this at all as for most of the office boys. “Go” is the holy grail for production.
Inspiring video though.

All you guys at Pixologic rock!!
Zspheres II really looks great. Cant wait for Zbrush 3.5!

Wow pixologic has quite an imagination. This is wonderful. Closest thing to sculpting clay on a wire mesh!!!
I too am curious about what happens if you need to change the zspheres. I hope we’re able to do more than just add a zsphere insertion to end point and smooth it. Can you delete them?

Please release ZB 3.5 now.

Thanks :slight_smile:

Woooouuuu I want it right now:D

Pixologic you are genius
Thanks very very much!

Edit: Thought I was being funny, but mods didn’t like my humor and edited it out, but left in my praises. That’s okay, I removed the glorifying comments as well.:slight_smile:

this is insane. already love it!

Very cool, but without knowing what polycage it creates it has yet to show any practicality.

Wow…just wow…looking better and better every single day.

Keep up the amazing work!

Yes I’m curous about this too. Looks very cool but hard to tell if it will help production or just create a messy mesh and cause more workarounds. Hoping to get my hands on this and find out.

Zspeheres II…and who said sequels often suck? :smiley: Exellent stuff!

Fabulous! My compliments to the team.

well i don’t see any real problem.
if the generated mesh will be “messy” we’ll have to retopologize it(maybe with some better retopo tools) and then project details coming from messy(but sculpted) one?
but we should be able to mantain armature in it to deform/pose it within ZB

The only negative comments I’m hearing are coming from people too lazy to re-top their models, assuming they even have to when this comes out. The sheer awesomeness of being able to sculpt musculature and lay a skin over it, instead of messing with geometry from the start, should be blowing everyone’s minds.

Did you guys see the bug-critter with the mesh before the sculpting demo? That looked a lot cleaner than anything zspheres already do. So I think they improved things a lot.

well done to the programmers who worked on this, looks awesome…and it looks like you corrected the zsphere overlaping…i might be able to make hands along with the rest for once ^^ KEEP IT UP !!!
PS: i love you :smiley:

The only negative comments I’m hearing are coming from people too lazy to re-top their models, assuming they even have to when this comes out.
Nice of you to assume that professionals discussing potential pitfalls = lazyness.

When you think about it, If this muscle mesh is made of a mish-mash of intersecting bloby or sphere-ish meshes, trying to reproject to new topology could have the potential for a lot of projection errors as Zbrush already does around intersected meshes. That’s just one of the cases in which such a system would become too troublesome for production.

I’m not assuming this is the case, but without a clearer demonstration of the resulting mesh out of the new system, speculation is inevitable.

Simply stunning. A cut above the rest. :smiley:

No worries about retopology here. That’s what GoZ is going to be for. All they need to do now with Zsphere’s, is to have some sort of Zcube for hard surfaced objects. Good work lads!