Thanks Pixologic Team!
ps: Hey Jason…this is great oportunity to Master ZphereII as you did with ZSphere I !!
太期待了.
wow :eek: , just for my new cintiq, thanks
All the new feature videos are on the Pixologic YouTube channel.
http://www.youtube.com/user/ZBRUSHatPIXOLOGIC
Richard
I’ve watched the video numerous times and have read every post in this thread, but I believe most here don’t really perceive where Pixologic his heading with all this!
It seems rather obvious to me after watching the video that the entire sculpting workflow is about to change inside of Zbrush itself even with the huge advance of GoZ integration. Many speak of wanting better topology tools so you can harness the new powers of zsphere modeling, but I think most here are failing to grasp what Pixologic’s end game really is in the next couple of versions. I believe the video deliberately stops short of showing the next part of the modeling process.
After watching how the zsphere “skeleton” is preserved underneath a “muscle” like volume sculpt, it can be inferred that the skinning process will be a dynamic, nonlinear one as well. I foresee that the skeleton and muscle spheres will be maintained in a dynamic relationship with the final skinned and subdivided sculpture. Everyone is just assuming that the skinning process is a one shot deal, a conversion to polys like it is now, before the final sculpt begins. But clearly the video shows almost fully detailed models beings sculpted entirely out of zspheres. And even more enlightening, that you can repose the model at any stage of the process. It just doesn’t make sense that after a conversion to polys that one would have to resort to using the laborious posing tools to make modifications to the character’s pose. It seems almost inevitable that zbrush will maintain the flexible zsphere “rig” for posing the model and the “zmuscles” to deform the skinned geometry that “rides” on the surface of the zsphere under-structure.
As far as topology is concerned, I predict that a very low-res sub-D ploy cage will be generated to encapsulate the zsphere volume without needing to capture all the details of the model underneath. This low poly cage will make it easy to order the mesh and define its flow on the lowest subdivision level. Perhaps a “ztopology” cage will define this initial mesh and allow for simple modification. As you start to subdivide the skin, then more detail from the zsphere under-model will project out onto the higher levels and combine in a nondestructive way with additional sculpted detail that you perform on a sculpting layer. I believe, the entire process will become nonlinear and you can repose the model or rework the “muscles” at any stage of the sculpt. I believe the transpose tool will become a thing of the past, unless you start with a “rigless” model.
I think its too simplistic to just wish for better topology or UV tools, I think Pixologic is way ahead of this thinking and will reveal their true plans really soon. But to the perceptive out there, I think this video starts to demonstrate what’s coming in the very near future!
- Jason W.
“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.”
Sure thing
Jason I hope you are right!
BSO: Hayling by FC Kahuna…
Well, this looks like you can create a bone rig, do all of your main build up of sculpting, and even arrive at a great pose…all before you even create a mesh. W :eek: W
I would also like to comment on the colorized zspheres featured in the video. This certainly seems to be significant and a useful starting point for poly painting. The “rat” model uses red as “muscle” color and white to indicate attaching tissue. The later models use various colors to establish the rough palette of the character. It seams like a very useful feature to me to block out the colors while you’re roughing out the form.
I can also imagine using the “zmuscles” in various poses to form morph target meshes for output to 3D packages using GoZ to expedite the process. In the video you see the cursor painting across a “zmuscle” and inflating its volume. Thus after reposing a character, you can just paint the proper volume compression or relaxation of the muscle groups that you’ve created and then make morph targets for export. Just one more reason why I think their will be dynamic subdivision skins in Zbrush 3.5 or 4!
- Jason W.
Pixologic needs to stop putting videos up of future add-ons. I kinda feel like my brain is about to… aaaAAAAAHHHHHH!!!
oh!! Great!!! ^_^)b
Looks great!
Awesome.
mind status = blown.
WOW… I really had dreamt with something similar to this but it seems is real!!! THANKSSSSS!!!
cant wait to try this
I’ve been analyzing the Zsphere 2 modeling approach and the key difference that I see is the division of building an armature and building up form. With the old Zspheres, you were un-intuitively forced to do both at the same time. For example, you would scale certain zspheres larger than others to increase the volume in that area in the final mesh. But the problem was, the skinned mesh would seldom have the same proportions as the zsphere model, thus forcing you to exaggerate or contort the model in some way to get the desired look in the mesh. Not to mention using even more un-intuitive zsphere magnets to help shape the polymesh. By separating the process of building a “skeleton” and then building up mass on top of that, the entire process becomes substantially more intuitive and new users will spend less time trying to learn how to get the zspheres to cooperate with special technics.
Also, after seeing how form is built up on the hands in the video, I’m pretty certain all the weird tricks used to build articulated hands and feet will be a thing of the past as well! I’m hopeful the whole process will feel less technical with less to learn and more intuitive and natural!
- Jason W.
ahohaoahaoia…This is Really ammazing!!! I love work winth Zspheres.,.and this ZSp II …look like! fantastic…
Such great innovation as usual from Pixo! Can’t wait to see what else is in store for the future.