ZBrushCentral

RRRAT (creature image - update in page 2)

The water is simply a ‘floor’ which was placed in another layer and incorporated into to the final render by using a basic material with transparency ( turning off the Render Flatten mode).

that mean we can’t hope true transparency material… :frowning:

Pixolator,

YOU ROCKS!!! :grimacing: :grimacing: :grimacing:

Where’s the fire? There is supposed to be fire in the Fire Swamp!

:wink:

Fuzz shader? Yep.
2 million polygons? Yep.
Displacement mapping? Most likely.

Bring it on!

Does anyone find it interesting/curious that Matt corrected us on the Fuzz material/shader thing, as if this was a key point. Is there something new about the way materials work that we don’t know about? (Besides the Fuzz shader.)

Fuzz -shader- @ jaycephus - -i think its the mysterious S4!! (or a new S5 :))- god i hope there will be a possibility to make plugins(i heard whipers of these feature)…

Was showing my friend David this earlier…his jaw dropped…I giggled and told him of the legend of the Pixolator deity… :smiley: We both talked about this beta image for a good while…finally I got him to try his hand at making something using my computer…I think Pix’s image here floored him enough to give it a whirl…thnx for the motivation Pix and for sharing a kewl sneak peek of what’s in store for us… :sunglasses:

Fantastic images !! I like the skin shader alot ! (any clue about settings ?) Great details and realistic vision of this creature ! Congrats ! :slight_smile:

Hi Jay

I’d say because it means that so long as the fuzz shader is in a multishader material all the other material attributes of the other shaders can be modified at the same time - wacky combos here we come.

Another good thing with the fuzz being material based is that the fuzz itself will be ‘dynamic’ in a sense in that it will move with the posed figure.

Ken’s question is an interesting one. I was modelling today and was wishing that I could tweak a low-res zsphere preview skin and then have these tweaks remain when I upped the density slider value, or divide the mesh through the Tools>Deformation palette. It looks like this will be possible to all intents and purposes - here’s hoping anyway.

Millions of polygones…
What is the minimum computer and memory to have for uses this big creature ?
Pilou

Looking good Pixolator! Fuzz shader? sounds interesting. I wonder what it would look like for grass on a mountain, or hill. :wink: :wink:

Hmmm…Fuzz Shader …
Is it only me or does it seem that WETA’s
Beta testing seems to go now beyond LOTR ?!?
(I imagine that Peter Jacksons wouldn’t get a PG-13 Rating for a Movie featuring an NUDE King Kong :smiley: )

Something different:
could Aurick or ( :sunglasses: Pixolator :sunglasses: )
elaborate on a ESTIMATED Relase-Timeframe ?!
I don’t want to start anything ( :stuck_out_tongue: ) but
something like: ‘This Year’ or ‘1st Quarter’
or something ?!

(My hunch is, they have to wait for the Release of LOTR:ROTK, because of all the
included ZScripts in the next Release where
Bay Raitt and Dave Caldwell show us how to build your own little Gollums, Fellbeasts,Orcs, … or Big Gorillas :smiley: :smiley: :smiley: :smiley: )


Hmmm…definately Maybe !

I’m going to hazard a guess and say that the new Zbrush will probably be released around the time of Macworld San Francisco. Probably anytime during Jan. 5-9 of next year. I’m not privy to any sort of information on that though, I’m just assuming. For all I know it could be Dec. 17th. :smiley:

I’ve got so many ideas going right now, but I’m hesitant to start working on anything for fear I’ll have to redo them when the new version comes out. Oh well, I can always just practice. WoOT!

<BLOCKQUOTE>quote:</font><HR>I’ve got so many ideas going right now, but I’m hesitant to start working on anything for fear I’ll have to redo them when the new version comes out. Oh well, I can always just practice. WoOT!<HR></BLOCKQUOTE>

Having been using ZB since version 1.23 and having gone through I forget how many upgrades now I can honestly say you are doing yourself a diservice by waiting for the next upgrade. I know the excitement and enthusiasm can make one dream of those greener pastures but speaking from experience I think I can accurately state that every new version that has come out has been built upon the foundation of the versions that came before it. The skills you learn now will not be wasted or learned in vain. So keep at it. Anything you learn or experience now will simply equip you better for the experiences to come with later versions. And I am sure from looking at all this stuff Pix has posted and at the hints dropped here and there by the enigmatic and semantic Pixologic Sect that the next version will probably knock our proverbial socks off. Keep yer chins up, your spirits strong and keep working at it. Now is the time to move forward, strong and with intent so when the new version comes out we can hit it like a thunderstorm!
:slight_smile:

Thanks for the pep talk Mentat. I didn’t mean to imply that I won’t be doing anything with Zbrush until the new version comes out. I was talking about something else.

I’m going to be working on a graphic novel, pretty soon, and I want to use the abilities that Pixolator just showed in order to pose my characters without having to actually rig them in Maya. I’ve already done some great experiments with Zbrush, and I have found many uses for this program for my graphic novel. If you check out my website, you can see some of the work I’ve done in Zbrush, specifically here. All of those models where done in Zbrush, recently.

So I don’t have a problem with using Zbrush now. I just meant I had ideas of how I could use the feature that Pix has just shown in my graphic novel, of which I will be starting work on soon.

About the shader thing: since the different existing materials are just made up of individual shaders (S1, S2, etc.), what if you could just drop the Fuzz shader into whatever material you wanted it in? Hmmmm…

Chad, killer images on your site…!!

Thanks Ron, I appreciate the compliments. :smiley:

Your work is great too, and it’s an inspiration to me and I’m sure others that you post it here. :+1:

Jay…I was thinking the EXACT same thing.

wchamlet…I feel the EXACT same way…lol.

But, I haven’t stopped though. I have been practicing in wings3D…making low poly cages and sub-d/edgeloop techniques. I figured…if I plan on learning animation and character rigging…I am going no need these skills. The new ZB comes in because of the juicy DMapping abilities. I havent the professional software to do all this with but…slowly and surely. Practice makes perfect. I can’t wait to import a beautiful wings model (once I master edgelooping for rigging deformation :roll_eyes: ) and divide that baby to 2 mill and GO TO TOWN!
MAN I am sooo excited!

BTW - I suggest everybody at least try Wings3D. Its free and its very powerful for being free. Check it out here. I feel it an umtimate companion to ZB…both now and more over when the new version is released.

Nice work on your site Chad. I think my favorite is the spider-goblin guy! :+1:

Thanks Mentat. I don’t hold a candle to your work though, maybe someday… :stuck_out_tongue:

What ever happened to this “fuzz” shader, its not the fibers material is it.
the main reason i’m asking is cause in the picture it looks like he was able to place exactly where he wanted the hairs and their density like the eyebrows and nose, and even point their direction where fibers mat seems to only go in one direction and is global in its layout.