ZBrush has the MRGBZ grabber and auto-shader Dis-map setup for Maya export it also has the Alpha meshing feature in the Alpha palette that I’ve never used. In my opinion anything within 1 min is pretty much real-time.
the very limited GoZ setup in 3.5r3 has saved me much work already and for the rest I just use ZAppLink FTW! till Spotlight arrives.
ok now i see better what you meant. What i can say is that from a technological POV, modo and 3d coat use image based(you actually paint onto 2d and then its projected into 3D while with ZB you exoprt your map afterwards.
anyhoo, in ZB you wouldn’t never loose your original low res mesh even if you see it deformed in sculpting it.
So far, i always saw image based apps to be slower than ZB in performance for sculpting.
Modo cannot reach ZB perfomance in smoothess and detail, while 3D Coat is better, since its a dedicated one.
The direct painting in 3d coat has been introduced exactly for the needs you’re talking about, since programmer was a game developer.
I think it works fine for those needs: painting textures and details onto low res models while seeing what you do realtime directly onto the same low poly. However ZB workflow works fine. You only see results afterwards, because they made painting through polypainting.
I think that if they wanted, could introduce the other method as well, but very probably they didn’t just because it wasn’t strictly necessary and would slow down painting/sculpting as it happens in the other apps.
After all you need a low res model with uvs and maps: for details usually normal, bump, AO. ZB gives you them at the end of the process however, and you are able also to change UV map on the fly which is good.
So, what i think is: both approaches have their own advantages and drawbacks. Just choose what better fits you.
p.s. Anyone saw 3DCoat 3.2 new features? It does advances well IMO !!
Hi guys, my name’s Hippolyte from www.photosculpt.net
I’m new to the zbrush central forums and I thought here was the right place to post.
Hi FrenchyPilou, we know each other from zbrush.fr I believe
I’m developping a new software called PhotoSculpt Textures. FrenchyPilou, you may explain?
It makes 3d models from photos, it’s really easy, fast and never seen before and has been designed entirely for CG modellers and Zbrush users in particular.
…Hype
I believe no need to add something to your Home site explanation + videos
Here all videos in youtube
Your prog will be fantastic for input inside Zbrush Volume + very detailed textures! and create Textures Maps !
Make a volume with only 2 photos that is some awesome!
Now all are waiting trial + prog
PS I can add this
Yes you can import objects PhotoSculpt in zbrush. It’s even done: via the import obj file 3d textured.
In fact for nothing to hide I even designed the app for you specifically to your attention (zbruh users) because there is that you almost that manipulate objects 5 million quads without wincing.
It seemed like a tool PhotoSculpt would meet your expectations
Yes the 3D models are highly detailed.
Yes it is easy to use. I described the operation:
First I place the left and right images in the interface and click the button ‘sculpt’.
The 3D object first appears on screen in lowpoly in 1 s. Then very quickly the density increases gradually as the program works. Everything is interactive in real time. You can zoom, rotate around the object, change of subdivision, etc. crop.
In 40 seconds, the object is 0.5 million triangles.
In 2 minutes he made 5 million
in 4 minutes it is the maximum that my camera can provide around 24 million. What is entirely unreasonable for ZBrush, (the files are 1 gb etc…) So when I’m there I simplify and the quality is fantastic.
Me, for comfort, I often interrupting the process of around one minute, the quality is already really good
Option 360 is required and I also like you I am requesting. But after study proves that it is very difficult. Everyone breaks the teeth above. Those who tried told me, it’s just horrible, totally unusable, unimaginable even to talk to you sad!
So I chose to focus on the other option "Only 2 photos. With the final package of benefits:
It is much more precise
It is much faster
It is much more reliable, the reconstruction is automated by the algorithm without human intervention
There are already plenty of objects and scenery around us can be content with 2 photos
It’s easier for the photographer, the time saved is considerable.
Ideal for making textures, UV map are rectangular always clean.
20 °: no no not at all a minimum. In fact it works quite well between 10 and 30 °.
Optimum: What is surprising is that the optimum varies with the subject. I recommend a slight angle when the subject is difficult or very complex like a tree depth.
Hype-0
I tried to send you an email regarding the release rebate but the mail was undeliverable… Much like the product right now
Let us know when you got something working!
Lemo
The Octane License competition end in two day, February 9 !
So hurry up, you can win a lifetime license and two v1 license
But the competition got more than 100 entry and some are very good
Does I need to say that Octane gallery is missing great Zbrush artists ?
Would be awesome to see more meshes coming from Zbrush inside Octane
@Nemoid: Cool and yeah I’d use both methods, I think they’re an excellent compliment to eachother and could save a trip to Photoshop.
Say you export the high res details etc. and GoZ it somewhere to give the low-res model a proper look. On the low res geometry, maybe something’s not popping right or a face doesn’t compliment the high res normal too well (comes off flat at an angle or something and ruins the illusion). Imagine being able to bring that model back into Zbrush and using the direct painting to tweak the normal texture information (perhaps even painting out seams) using Zbrush’s sculpting tools. could give that poly face a completely different and complimenting texture or sharpen a line at a per-pixel level.
I’d really enjoy something like that.
That said, you’re most certainly right that Zbrush does a fine enough job on its own and has everything you’d need to get what you’d want (give or take the occasional Photoshop), so I’m just looking forward.:idea:
Chaoscope
A crazzy prog who has not 3D file export only 2D images but can rotate in “3D view” the current view of parameters
So you can make 2 images with any rotations like a camera
Then use Photosculpt
Autodesk® Mudbox® 2011 digital sculpting and texture painting software includes the following new and enhanced features:
Deform and pose models quickly and easily to change their design, access occluded regions, present them for approval, or prepare them for map extraction.
Selectively edit and manipulate existing paint and photo-based layers with new image adjustment brushes.
Transfer models and scene information between Mudbox 2011 and Maya 2011with a single click.
Extract maps using a new Vector Displacement method and represent displacements that do not simply follow the normal: for example, forms with appendages, undercuts, folds and bulges.
Import and export multiple layers in PSD files to leverage the Adobe® PhotoShop® toolset on more demanding projects.
The Vector displacement is pretty cool. But is it fully compatible with Maya or Max 2011? I guess is they had mind enough to add that support to their packages if they don’t already support it. As usual, updates to Mudbox paint tools are always nice like the blend modes. I’m also wondering if they responded more to criticisms about the behavior of the brushes in the last few versions of MB.
But I gotta say they are borrowing heavily from Pixologic’s workflow in ZBrush with a lot of the new tools in 2011. At first glance, some of the features appear to be not quite as robust as their counterparts in ZBrush while some, perhaps, seem to go a little further with a more traditional workflow. I can understand borrowing some features from ZBrush but it Feels more like they’re trying to reinvent the wheel than making a better one of their own. I know a lot of MB users really want Mudbox to be it’s own thing really and have it’s own approach to sculpting rather than being a ZBrush clone. Mudbox’s interface and ease of use has always been a strength amongst these apps and it seems like they’ve manage to exploit that in this 2011 with how the new tools have been integrated. But I’d like to see Autodesk be a bit more original and imaginative when it comes to developing Mudbox. If they were to borrow anything from Pixologic, I’d like it to be their creativity. As far as digital sculpting and painting goes, it’s still all relatively new and nothing’s set in stone, you know.