ZBrushCentral

*** More about ZBrush 3.5

I’m using the latest firefox (3.5.3) on Vista Ultimate 64bit, and no problems seeing the new videos

Sammy!!

Meh…

No idea whats going on then :/. I give up. More important things to worry about.

I thought it was all a joke…(the new video’s and all)…but it realy isn’t. The cookie thing helped.

So mr. Black…I found it…ok? LOL :o

HahahahaYainderidoohooooh…

I love the new zsphere2 vids but im reserving judgement till I play with em to death. Im hoping this isnt just a sculpting/illustration feature…Hope we can still step down through the sub D’s after converting the zspheres…looks like were stuck with a high poly final mesh. And…praying for better retop tools if my previous comment is the case.

He said you can still set the resolution for your base mesh when you skin it.

first of all i would like to congratulate Pixo dev team for what looks like an awesome step forward in the modeling process…excellent work !

This said it is important to always go back to the basics of what modeling and sculpting is, what modeling needs are and keep improving keeping this things in mind.

Zbrush might have been designed with mostly or only creature creation in mind but here im gonna put a short list of what are the limitations i can see and that unfortunatley Zspheres 2 are not yet goin to fix.

asset creation; again as a creature modleing package Zbrush is simply fantastic …but creating creatures is far from being the more time consuming shapes out there …there are many many possible shapes ready to be created and Zbrush methods of shape creation (which is what a modleing soft ultimately is) has some great and unique ideas but unfortunatley not covering the following problems:

it takes a long list of twisted complex, accurate and unexpected shape creation to understand that we havent yet found an unified approach to everything…yet a modleing package taht wants to be truely capable of doing “any shape” will have to explore this ideas at some point…
sculpting is not only about adding but also about substracting…we currently dont have any support for booleans or some sort of negative space creation…if you look aorund you many man made and many natural shapes are based on negative spaces too…most of creature based shapes are convex…whatabout concave shapes? whatbaout accuracy? well there is one tech taht has been out there for quite a long time that can do it as we speak

voxel modeling

voxel modleing might not be technically as well implemented as Zbrush tool at the moment but they are at least conceptually speaking the only so far that promises a true scultping approach…true additive volumes and negative carving and as a plus it can unify any type of geo input making it an incredible options for combining in a same model nurbs surfaces, solid models, polygons etc…trough the use of voxel we grasp the flexibility of real life clay…not constrained to a “wireframe” but constrained to a “clay molecule” (voxel0) that can be blended, carve or whatever in total freedom.

so many new brushes! )

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Hi Rarufafak…whatever your name is…

I meant the adaptive skin method…with the weird underlying “have to be adjusted until they nearly meet the outside skin” version.

I use Zbrush primarily to produce “2D” images of 3D sculpts. Ive always liked the zsphere method…just hope topology is polished more.

:stuck_out_tongue:

Cheers!!

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You are right. I just watched the adaptive skin video from the Zclassroom too and I found the method not so cool. I thought there would be no need to make fit the structure near the Zsketche…
I will have to experiment this…

I am unable to gain access to the tut web site where I am located at just have to wait until I get to the room to see the new features.
Another 6 more hours or so till Pixologic gets in.
There servers are going get a workout like never before.
Hope they are up to it.

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just watched the videos and I have to say the new zsphere sketching feature is a really great addition to the tool pallette - it will make the conceptual process far easier. I agree about the adaptive skin thing but then again I’d better try it all first :slight_smile:

I’m particularly happy about the noise though - looks like a very useful thing.

The problem is clean projections of a mesh near a t-shaped join in the armature. There, the projection could be self-intersecting unless the underlying armature was made as thick as the mesh. This is likely due to the naive (but easy/fast) way the projections are done.

Given all the research into this stuff, undoubtedly something better could be done (i’ve seem a few papers in ACM pubs that may give some ideas ), but it may run to slow, especially for the large meshes Zbrush produces.

That said, you could always create both a adaptive skin and unified skin version of the mesh, and when done modeling on the unified skin mesh, project the detail on the adaptive skin.

So use 3DC and move on? If you’re that convinced that voxel sculpting is the way, then the match seems simple enough. Zbrush is not just a modeling app. More importantly it was never designed for the type of precision you’re talking about. It’s an artists tool, in its original intent designed to create images. There’s a reason models are called tools in Zbrush. They are a means to an end, not the end in itself. It’s up to the creators to decide what they feel they want their tool to address and with the art that gets created with Zbrush, I’m not sure the computational complexities of voxel sculpting would complement it at all. There’s speed considerations (if you’ve used 3DC on a couple of years old workstation like I have, you’d see this immediately) as well as a wholly different take at modeling geometry that would entail possibly starting over from scratch. Especially with GoZ now, you could do any pierced volume work you care to do in an application that supports the feature you want and then come back to Zbrush for sculpting and detailing. In the end, it’s not the faddish technical feature that’s going to make the art. It’s persistent observation, talent, practice and skill. So long a Zbrush doesn’t get in the way of that, I’m sure it will be fine.

no need for voxels with such zspheres :smiley:

Maybe create the unified skin, detail on it, retopologize and project and resculpt…

is it out yet?:mad:

voxel modeling

voxel modleing might not be technically as well implemented as Zbrush tool at the moment but they are at least conceptually speaking the only so far that promises a true scultping approach…true additive volumes and negative carving and as a plus it can unify any type of geo input making it an incredible options for combining in a same model nurbs surfaces, solid models, polygons etc…trough the use of voxel we grasp the flexibility of real life clay…not constrained to a “wireframe” but constrained to a “clay molecule” (voxel0) that can be blended, carve or whatever in total freedom.
I think Gasoil’s suggestion is not a bad idea and points out some of the biggest restrictions all existing modeling software has in common.
They all have to deal with a mesh-principle and so you need to retopo when you first didn’t care about it during the sculpting process.
Also when you sculpt freely within ZB 3.1, you often come to areas where the digital ‘clay’ behaves strangely to your manipulation because of cross-sections of the underlaying mesh-topology etc. We all know these ugly spots where the mesh isn’t smooth after using the clay- or standard-brush or where these spots remain after smoothing the area.
Getting rid of the mesh-principle would make things a lot easier.
No more need to retopo by hand, no different mesh-topo for different usage, simply sculpt point-or voxel-based and the export uses an automated build-in retopo-function to make it compatible with the render-apps.
Would save a lot of time, I think. :wink: <!-- / message -->

Do you see anything in the headline that the release has started? :wink: