wow…im speechless…the ability to make uvs or re-do uvs inside zbrush…
i dont regret a single penny of what i paid for zbrush, specially when all receiving all these goodies! XD
thanks pixologic, u rock
wow…im speechless…the ability to make uvs or re-do uvs inside zbrush…
i dont regret a single penny of what i paid for zbrush, specially when all receiving all these goodies! XD
thanks pixologic, u rock
Yup, I support what I said earlier :
it’s really cool, it works globaly well, BUT it really needs the ability to force seams.
I did paint a hand at 100% (protect and attract) and the seam was not placed where I wanted it.
Another thing that would be cool would be to have some uv editing tool like target weld, cut, etc.
You can move the uvs, it works but it still need more control to be really production efficient. In its current state, I still need Max or Maya to have a real control on my uv layout (simply to place and rotate the elements precisely where you want them on your uv layout).
So, sorry to say that, I really like it, it works pretty well but in a production workflow, I don’t see it as the final solution.
thankyou thankyou thankyou!!!
jinxx: It is likely that your polygroups are forcing the seam to extend there. You could try isolating the face as a separate polygroup, rather than the whole head.
joeblount: There is no need to post the same text multiple times. In response to what you said, UV Master has never been envisioned to be a complete UV editor. That gets deep into the technical side of things, which is exactly what UV Master was designed to avoid. For about 95% of users we estimate that UV Master will make them very happy. For people who demand extra control, you’ll need to work with a dedicated UV editor. However, even here UV Master can help you because you can lay out your specific seam placement in the editor and then bring it into ZBrush for the actual unwrap. This will often give you better use of the texture space with less distortion.
For people having installation issues: Please see Totyo’s posts. It is important to ensure that the files are extracted correctly. Do not extract directly into your Zplugs folder, as this will bury the plugin too deep for ZBrush to see it. Instead, try something like extracting to desktop. Open the resulting folder and then copy its contents into your Zplugs folder.
Regarding 3.5 Mac: The development of this plugin was done by a separate team with different specializations from those required for the Mac migration. This means that UV Master had zero impact on the work that is being done for 3.5 Mac.
saaaawweeeeeettt!!!
Hey Aurick,
I appreciate the answer. I just see that on a production perspective not simply to toy around (thing I will do at home anyway ).
The tool is really nice and I would love to implement it in my workflow, but when you are dealing with a character with a lot of different elements, it can be tidious to import/export everything multiple time between applications.
So yes, I would love to use this unwrap because it works brillantly (kudos to you guys, you really deserve a big up for this one) but even if there is a workaround by importing/exporting, I would sincerly prefer to have a more streamlined approach (for example, I had to deal with more than 150 pieces of clothing on the last project I worked on and such an approach would have be more problematic than anything else).
I only post to give feedback so that the tools can be improved. A complain I hear a lot in the game industry (and movie as well from what that matters) is that Zbrush is a bit disconnected from production needs.
That’s not necesseraly my opinion (I have been a happy zbrusher for many years now), but I must admit that there’s many easy areas where it could be optimized to fit our needs (like the inverted textures, everybody would love you and send flowers to fix that one, or giving back the ability to have a bigger edge bleeding than 16 pixels,etc.)
Anyway, thanks again to all the Pixologic staff for the incredible work.
Best,
Matth
PS : I wanted to send a PM to you but it appears that I can’t, so feel free to delete this post and to reply to me by PM if you feel the need.
I stayed with my mouth open, you are amazing Pixologic
Just last night, when I had troubles getting sleep, I wondered “when will Pixologic release new stuff?”
Import as one mesh, or merge all your SubTools, unwrap and done
HAT OFF TO YOU AGAIN PIXOLOGIC TEAM
What an amazing addition to what is i think,The best 3D sculpting and 2D package for all artists of all kinds.
Sculpt,Texture,Render OMG no tech needed:D
That’s true that would speed up things quite a bit indeed, not a final solution but it can be a good start indeed. I like it inside of Zbrush, I don’t wanna go out of it, understand me
Cheers
Just amazing I can’t wait to try it out! Thanks!
-Josh
maxmate,Just think what you could get if you were asleep and dreaming? Zbrush 7.
this would have been useful if i got ZBrush 3.5r3 but i just got ZBrush 3.1.
After years of not understanding UV’s I have finally found something that I can make work…fantastic. Epic piece of software, truly. Thanks!
I Love You Guys! You are the best!
It’s like you guys at Pixologic are mind-readers or something.
I lost all the UVs on a side of beef I’m modeling, i have no idea how but there they were, gone, and after the mother of all polypaint jobs too…
… i don’t have to worry now… yipeeeeeeeeeeeeeeeee!
You guys truly are AWESOME!!!
Oh my god! Pixologic comes from outer space u
sweet thanks