ZBrushCentral

Sneak peek #1 of ZBrush 4R2

An updated BPR engine will certainly be welcomed by illustrators, prototypers, and artists who wish to work from start to finish within Zbrush. However, those who use Zbrush in a production pipeline probably feel there are better things to focus on. The most common themes I see being repeated by a lot of artists here include:

  • Ptex support.
  • Vector displacement.
  • Better retopology tools.
  • Better texture painting.
  • A 64-bit version.
  • Various bug fixes.

I have to agree with all of those points. It would be especially nice to see all of the polypainting abilities in Zbrush applied to texture painting too, especially if ptex support were added. Polypainting is highly limited by poly count, while texture painting is currently limited to projection master and the updated GoZ plugin. While being able to work with Photoshop is a nice addition, the ability to stay within Zbrush would be appreciated by a lot of artists I think.

So long as the primary goal is to eliminate bugs and destroy all limitations that stand in an artists way, everything should come up roses and I have faith that the development team is indeed listening to all of us. If not, well there are always alternatives if you have the cash. Topogun is quite affordable for instance, and for those who need better support for generating maps there is always Bodypaint and/or Mudbox, the latter a program that started off small yet seems to be improving by leaps and bounds with each new release. 3d Coat is another possible option. Nothing is as good as Zbrush though, especially when it comes to generating a highly organic mesh from scratch which is still what it does best.

I know it would be nice to only have one program to deal with and learn, but this isn’t an ideal world unfortunately and one must use everything at their disposal if that is what it takes to get the job done right. Anyways great job guys, I can’t wait to see what is behind sneak peek curtain #2! :slight_smile:

BPR is using actual 3d data to generate shadow maps, rays, etc. It’s probably not possible to get such information from the 2.5d canvas, which is why the best renderer doesn’t really cast shadows.

expecting,expecting@@@ :smiley: :smiley: :smiley:

Its looking awesome chaps, well done.

You have always had your own view on how/what zb should do, and not everyone has always understood it until much later (an often sign of genius)

Thank you for resisting the temptations over the years to take zb to places that others wanted to take it - Stick to your guns and keep doing the sensational job that you and the team do.

More and more, zbrush just becomes the only 3D app I want to spend any time in.

1000% ARGEE WITH THIS!!!

I can’t believe that it’s gonna be another FREE update !
Buying Zbrush was the best spent money in my life on software !

THANK YOU PIXOLOGIC !!!

Is there any chance that you can do something for VRay users regarding GOZ with 3dsmax so it’s not always change render engine when importing model from zbrush to mentalray ?

Hello, so I’m not sure if I’m posting in the right place but I just wanted to suggest something that I have not seen in Zbrush and would be nice, and if it has already been mentioned or being worked on then great! One of my big problems with Zbrush is when I am applying reference textures, or textures in general. What I wish would happen is something like a live update. When you are working in a program such as 3ds Max, when you save over the texture file, it automatically updates the texture you are using in the program. I was curious on if this was possible with Zbrush? I only ask because when I have to continue to reapply a texture my texture menu gets loaded with unneeded textures, and I feel that if it were possible to have your current texture update as soon as you save over the file than that would help. Just an idea, thanks!

Any hope for specular map ? like in mudbox?

do not worry you are not a wet blanket they are for posting an unimpressive showing. you are correct in your statements and I find it funny that no one else seems to care…“BUT ITS GREAT SOFTWARE”…pish, posh. we always blow are own horn when we make something…do we not?

What we do with a blanket in the sunshine they bring?

what are you talking about?

use for shade so you don’t get burned.

I don´t really understand those who complain about some not very realistic reflections…I love BPR and I will be happy everytime they improve it and give us more options. I don´t want ZB to become another photorealistic renderer… Right now it has the versatility to do all kinds of renders that are a gift to illustrators like me. I know many of you are focused in acheiving convincing photorealitic results but many other want something different and with zbrush you have the control…

Dargelos, agree!

When will GoZ work with 3dsmax 2012?

Strongly agree with this, as well. I have plenty of renderers already, I don’t object to BPR but it isn’t that important to me either. What I DO need, ASAP, is for ZBrush to create/sculpt/texture models in the most stable and efficient way it can. Right now between retopo, texture painting, bugs, and lack of 64-bit support, it is a lot less stable/efficient than it could be at such tasks. Ptex and vector displacement support are both things I need from ZBrush in order to continue producing high-quality model displacement sculpting and texture painting in the most-efficient formats used by my 3D pipeline.

I’m waiting for that too :slight_smile:

it doesn’t? I just used it, 5 minutes ago…

How were you able to group subtools into folders?

Second that! having over 100 subtools in a stack is not fun :stuck_out_tongue:

Texture painting within ZB would also be very appreciated!

The list can go on forever but it all relates to “core-functions”.

I want ZB to stay focused on sculpting, texturing and stability.

//Jonas