ZBrushCentral

Modo 501 is out

I think Luxology does not want the GoZ update too soon.

I'm sure they want to give users the time to use/experiment with, sculpting in 501. Its better than It was in 401, but it's not ZB4. I'm a Modo501 user and the Modo Gallery is not showing much promise in regard to Modo's Sculpting. Time will change that, as users skill with 501Sculpting improves. There's a few decent examples, but I'll wait till the GoZ for 501 is here and sculpt in the application that it works best in(ZB4).

:bump: any kind of feedback would be great, even if it’s just to tall us not happening until xmas, although that would make me sad :frowning:

It’s in the pipe :slight_smile:

that’ll be the problem then - plumbing and programming not a good combination

Any news?

I’ll have to remember how to do it with out goz.
Anyone have a link to a good tut on exporting from zbrush to modo 501?

Im still using the modo 401 route, its cold out here, so cold

Yeh, any word on the update?

Please - people from Pixologic - we are waiting for some answers to this issue!
Any real information?

We all should patience and here’s why.
OS Lion for the Mac is coming out this summer. It will include some changes, one being open GL3 support.

I don’t know programing at all, but I’ve read a few forums and one thing IS clear, some things are complicated.

Here is what I do in the meantime.
select the subtool, export it as ‘bridge.obj’.
open Modo 501, command+0 (open shurtcut) and select ‘bridge’.
Make my changes, command+s (save shortcut), and switch to Zbrush.
import ‘bridge’ right on top of the subtool, projecting the details.
Continue working.

Cool, still a bit of a zb newb, what specifically do you mean by projecting the details?

When you import an .obj file into Zbrush, into a subtool that already has multiple subdivision levels, Zbrush will give you a message box. Zbrush tells you that you have multiple subdivision levels - do you want to project all the subdivision levels onto the .obj file import?

You simply click the ‘Yes’ button.

Aha i see, so as long your topology stays the same, the sub division levels should map across the mesh correctly.

Actually no. The topology can change.

That is the whole reason I use this system.
For instance, I have a subtool ARM with five fingers, but I need to get rid of a finger. So I go to subdivision level one, export as ‘bridge.obj’.
I open the file in Modo, and delete the pinky, I seal the hole where the pinky was. I save the file. I go back to Zbrush, import the new topology (bridge.obj) and reproject the details (clicking the yes button).

Now the finger is gone. That is the entire reason I do this method.

Oh thats very cool! :smiley: thanks for that

Doenst this screw up the topology something fierce? I’ve done this as well several times, and pretty much every time I do something like this, the polys which are around the area I modified will explode. For instance, if I have a model with not enough polys in the eye region, and I select the border edges in the eyes and extrude them inwards, that area will be screwed up beyond repair. The only thing which helps is to go to the lowest level and smooth it out, but that’s no ideal at all.

There are times when I need to smooth things out as well. No, not ideal. The scale-offset sliders/GoZ were a leap ahead in my workflow. So I’m pretty happy with the progress. My worklfow is faster than it was before having these options.

Yes, I agree. It’s so much faster. It’s extremely frustrating though when the mesh explodes. There are times when I cannot fix it at all, and I have to find way to hide it. Luckily it has normally happened in areas like the nostrils and eye sockets.

Is there a way to submit bugs to Pixologic? I have a couple of 100 percent repeatable bugs which needs to be crushed.

Submit a ticket, I think.
https://support.pixologic.com/

Cheers. Appreciated.

Merged with the Other Commercial Applications thread.