ZBrushCentral

*** Introducing ZSpheres II

nothing in the sculpt demo at the end of the video indicates that it’s more than a single mesh… no multimeshes intersecting.

and as for retopo- unless your plan is to end up with a digital sculpture or a 2d image, for most purposes (like games, cg chars that need to be rigged, etc) you have to retopo anyway… so this seems to be a non issue.

the only question is whether the generated mesh is regular enough to be subdivided and sculpted on… and the brief demo at the end seems to show that it is.

that being said, yes, i would love to see what the generated mesh is in wireframe.

jin

I’m simply blown away by this demo. Congrats to all the team.

yup …

I think we can give them the benefit of the doubt on that one.

You totally got me Buddy! I was so confused as to what happened to you?

That video was amazing…now i have never used Zspheres because i often build the base meshes, but that makes me want to go back in there and learn how to use them. It would be very useful for posing your models and overlaying the clay to simulate muscle…

on the side note, i love the grid on the ground. That is SO cool.

wooow it looks like we have the best sequel ever :laughing:small_orange_diamond:laughing:small_orange_diamond:laughing:
thank you guys, u simply rule the zunivese

Cheers

beautiful… oh i wonder

Yup, that bug thingy is what really nocked my socks off and I can’t wait to start to work with these new zspheres!

I also really like the new ability to overlay the muscle structure and such but I tend to like more control over what I am doing to really get too excited about it—even though I really am.

The worst case scenario I see with it is: like when 3d really started to take off for film and vfx work and hand sculpted models were being scanned in point by point. I really hope they do introduce some really cool and fast re-topology tools but even with the ones they have now it will simply be like scanning your hand sculpted work in point by point.

It would be cool if they had some kind of skinning system that would aid this and at the same time could produce usable seems for UV work.

Wow unbelievable !!! The coolest thing I ever seen in modeling tools

Jaw dropping!

I knew Zspheres would evolve and they did. I once posted a question asking if a feature similar to this existed. ( http://www.zbrushcentral.com/zbc/showthread.php?t=68731). Back then I wanted some kind of skinning that would retain the look of Zspheres and allow me to create blobs of zspheres to add volume without really connecting them. My wishes came true. YAY!

I still haven’t managed to see the entire video. it is really slow. perhaps too many people wanting to see it at the same time. Pixologic, can we have this on Youtube please.

My guess is that the blobs are Zsphere chains that emanate from wherever you click on the Zsphere skeleton underneath. they have that muscle like appearance, which makes them more interesting, and the skinning is a lot smoother and more subtle. so you get this nice layered, organic looking sculpt. so it is more of a display trick while the zspheres with steroids work underneath.:smiley: it is like interactive skinning and not the adaptive or unified skinning from the old days.

I hope it takes us one step closer to creating without technical hurdles. I like to sculpt in Zbrush without any initial concepts. I create from scratch in Zbrush, but mesh density and polygon stretching get in the way. the video however shows more flexibility, letting one push and pull without worrying. This is a great new feature. it will let me brainstorm and imagine using Zbrush. :+1:

woooooow. that is fricken wild. you guys are geniuses!! :smiley:

:eek: wow, simply amazing. Very cool update.

I don’t think it’s a matter of being lazy, more-so of reducing the time it takes to make a model. While this new ZSpheres might make it easier to make a base mesh, if it means you need to re-topologize it then wouldn’t it just be easier to make the mesh in a program like Maya/Max/XSI where you already have nice topology? Tools that speed up one part of the process yet slow down another aren’t really an improvement in workflow - you just transfer the time consuming part to a different area of the chain.

That being said, all of these new tools are really cool looking. Just how amazing they will really be will only be decided once people get their hands on them. Personally the only thing I hope they announce at this point is that they’ve made a “3d model” mode and have gotten rid of the idea of things being “tools” ;). But that’s just me, lol.

Guess I’ll have to revive the Eternal Zsphere Thread… Hopefully we’ll see some hug leaps forward from the talented people who have kept Zspheres alive! :wink:

this is interesting, although i would have preferred a less standard type of model so we could get a good look at the real benefits of this. i’m having difficulty seeing how this is much different than the normal skinning methods and just using inflate or clay over them. unless the issue is that there is no polylimit like with those skins…
did i miss where he turned the big zsphere set into the mesh with the rig underneath, i mean did it generate the rig automatically or do you still have to redraw that?
it would be nice that if you are using zspheres for muscles that they would deform correctly by maintaining volume.
always nice to see another pixolator model :+1:
lastly i’ve always loved zpheres and they are one of my fav things about zbrush, i make all my mesh’s that way, so maybe thats why i’m confused here.

slosh, too funny, how did you use zbrush with no electricity?

awesome just awesome!!
wow tech like this makes me smile.
this will increase work for musculature maquettes tenfold
So what you gotta retopo! it’s a part of the bidness we are in :idea: your STILL saving time.

thanks Pixologic

OMG! When is the video of the timeline and keyframes coming!:wink:

This is sooooo cool :smiley:
This will speed up my zbrush workflow alot, thanks Pixologic :):+1: