I think this animation thing needs a long way to go before it could hold up as a decent feature.
At the moment it looks very glitchy, or is that just the animation?
(and before you flame me, i am referring to the animation keys/tangents look rigid).
IMO these no point adding animation if you donāt add controls to edit the animation curves.
However if this new feature will allow artists in production to edit a series of blend shapes imported from outside zbrush then exported back out, then it would be an amazing feature, and truely useful in a pipeline.
Just take a look at MARI, if zbrush is to compete, pixologic need to add features that will hold up in production.
Can you show an example of editing the displacement/sculpting and textures of blend shape models with the new animation feature?
We know it was made from a single pic another artist had posted previously. So in that example everything was done in 2D. I have tried using morphing software to create inbetween frames, and the problem with this approach is that the edges break up and the program does not know what is in front of or behind what. A few days ago I saw a few of Adobeās videos of Puppetwarp (which deals with both image integrity and depth sorting) and also another video in which the program was able to intelligently fill in selected parts of an image with elements from another adjacent part of that image. These two features combined would be very nice for animating certain things. Weāve already seen glimpses of some nice automasking/image detection features from the old zb4 videos, the cutting out of the tree frog comes to mind. I too have been wondering if what we have seen, some kind of 2D warp-based animation, will also work with the somewhat neglected 2.5D features of zbrush.
Yaā¦Thats rightā¦cannot wait for the release of Zbrush 4.0
The movie is really cool and awaiting the new releasesā¦
Not sure where exactly to post about this but i drop it in hereā¦
On this page there is a typo at the email symbol above the video where it says āSign-up for the latest udpatesā where obviously udpates should be updates. just thought iād let you Pixo guys know.
http://www.pixologic.com/zclassroom/homeroom/tutorial.php?lesson=GoZ
/ Magnus
Boring !
fantastic!!!
animation in zbrash real coooool!!!
ā¦Mac version PLEASE!!! ahhhhhgggghhh!!! this has been sssso long, so painful! ā¦PLEASE!
I am willing to bet 3.5 for Mac gets bypassed completely and they wait for Siggraph 2010 to release ver.4⦠or they wait until Siggraph 2010 to release the Mac 3.5. But we will not see it before that.
Paint Layers! Paint Layers! Paint Layers! Paint Layers! Paint Layers! Paint Layers! Paint Layers! Paint Layers! Paint Layers! Paint Layers! Paint Layers! Paint Layers! Paint Layers! Paint Layers! Paint Layers! Paint Layers! Paint Layers! would be my feature request for ver.4
+1 to paint layers, before I get too antcy and get Mari
And please oh please release v4 for PC and mac at the same time Pixo!!!
+1 to paint layers from me as well.
oh and i could never switch back to texture painting. Polypainting is SOO much more useful, no texture seams (painting in between figures is practically impossible in mudbox), no limits on resolution, UVās arenāt set in stone, etcā¦
Only thing mudbox has going for it over zbrush is itās ability to paint spec/gloss maps, and itās real-time rendering capabilities.
Final troll post: to everyone that thinks that 3 button mouse navigation is needed in zbrush: sculpt something with your tablet first and then you will see.
Three button navigation using a 2 button device like the wacom pen is retarded (unless there is a 3 button wacom pen in which case I have to get one).
This post is because people in a suggestions thread filled pages and pages requesting 3 button nav support⦠what do you do? sculpt with your mouse?
Better to sculpt a mouse with the tablet :lol:
On my Intous 3 tablet I have my stylus duo switch set to upper-> Middle Mouse button and the lower --> Right Mouse. Same way I had the Intous 2 stylus set up.
works like a charm in Maya. On my Mac. With a tablet.
Know your tools.
Now if only 3.5 would be released on the Macā¦
I stand corrected. Thanks for that, although I just tested and for sculpting I prefer zbrush way. Donāt know why I had left it as the defaultā¦
Love zBrush and canāt wait till z4 is released. That said I think it would be wise if you guys streamine the interface like autodesk has with mudbox. Iād also like to see stencils upgraded to be more like mudbox- their more versitile and can be used to do Color textures, bumps, specs, etc. Might be wise to divide tasks up into āwork spacesā kinda like lightwave- one fore sculpting, one for texturing/uv, one for retop/exporting, etc- all with similar but task specific menus. Zbrush is by far my fav app but itās also sports one of the most unintuitive GUIs Iāve ever seen. Also hoping the sTeam is working on something similar to mudboxes vector maps- if not in v4 then maybe in a .5 release?
Just a mini wish list- Iām sure you guys have been analyzing the competition pretty intensly. Thanks for all your hard work- You guys are truly the best
Not sure if you guys and girls have seen it, but I know for myself, once MARI is released I wontā be using ZBrush or Mudbox for texturing ever again.
If youāve never heard of it, MARI was developed for the last 4 years or so by Weta and was recently used on Avatar, and is going to be co-developed and licensed through The Foundry, makers of Nuke. Itās an amazing application that has everything we would want in a texturing app.
You can use (literally) hundreds of 2k textures mapped all over the model, and single maps as high as 32k, you can bring in models that are several million polys that have animation data, you can play the animation back in real-time, you can adjust overall hue/saturation, levels, etc, in real-time (across all textures) while the model is animating, you get projections with dynamic warping grids whoās subdivisions are also dynamic, you can have unlimited texture channels, and of course you can write plug-ins to tie in with your renderer, such as renderman. It doesnāt allow you to sculpt as itās only for texturing, but you can preview bump and displacement maps. And letās not forget, it has photoshop overlay modes.
And no, I donāt work for the Foundry or Weta. I just saw this amazing software and though THANK GOD. Someone is actually releasing a piece of software that does everything we want it to do that seems like it will make ZBrush and Mudbox look like grandparents in the texture world.
Check out FXguide. They have a great HD video of MARI in action and one of the guys from Weta who developed it. Thumbs up to Weta for sharing their tech and to The Foundry for helping them get it out to us.
P.S. They support Ptex
i believe today marks the 6th month that 3.5 is out on the pc and not mac. i understand itās not easy to make software, especially one like zbrush which i still consider almost mythical how far ahead it is to anything else out there. if the mac version is not ready, itās not ready. but there are a few things pixo should consider doing to ease the pain of those of us waiting.
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more communication. nothing wrong to let the community know if things arenāt coming together and needs more time. i am sure most people here are professional, highly skilled, and very understanding.
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cross-platform license. the half-price thing is nice, but also half-hearted considering zbrushās philosophy being artist oriented. start charging for upgrades, no one will blame you for that when they are this feature packed. look at what luxology is doing.
i am sure there are reasons i am not aware of for pixo not to do the above, but whatever the reasons the results are frustrated users and an unprofessional, if not proud image. i am sure in the long term, this wait, however many months it would eventually be, will seem like nothing.
Iāll be honest, I have been checking for this every day for the last two months or so.
Kind of hurts to see nothing.
+1 to both of the above posts