ZBrushCentral

Sneak peek #1 of ZBrush 4R2

Yes we need something is not in zbrush currently. But i have some word about this part of your writing.
Look at this quote from Mudbux 2012 new features:

UV-Less Painting: Enjoy the freedom of not having to create UVs before you paint! Texture artists can now eliminate or reduce the time-consuming and often difficult task of creating UVs; even complex assets comprised of multiple meshes can simply be loaded, and painted right away. The resulting high-quality textures can be exported as…

Don’t you thing they try to make a similar thing like that you say ZolyPaint?
And Zbrush have this for many years.

Yes Zbrush have bugs, any software have bugs. We use 3ds max az primery 3d software in our company and we say **** words to autodesk for all that overlooked bugs in it but still we love it !!!

A peek, by definition, is not seeing the whole picture.

So it always mystifies me when Pixolator shows a “sneak peek” at what’s being worked on and then some people assume that’s all that’s in the works. :stuck_out_tongue:

Such a tease :slight_smile:

I wonder if those renderings could be animated and separate channels rendered out?

I tool long for new texturing toolset, and vector displacements would be lovely. Crosses fingers.

Possibly coz they are making assumptions and want a whinge
sorry state their opinions
its still pre Beta, the Devs may not even know whats going to make into the final cut, give em a break

:laughing:small_orange_diamond:laughing:small_orange_diamond:laughing:small_orange_diamond:laughing:small_orange_diamond:laughing:small_orange_diamond:D:p:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:sunglasses:

This refers to PTEX implementation in Mudbox. And PTEX is nothing else than assigning one texturemap per face and storing this information in a very memory-friendly way. It is miles ahead of Polypainting. But of course Polypainting does have it’s uses and I use it for first color passes even on Feature Film Assets. Unfortunately sooner or later you will always hit that wall where you just can’t get any more detail in there.

Wow…this is so exciting!!!

:sunglasses: :+1:

thanks for this sneak peek! …the next upgrade (even a r2) is free, too?! too cool!

cheers and happy coding!

chem!

lets face it it will be difficult to please everyone…this said Pixologic has proven over and over again that their out of the box approach is the freespirited and most efficeint way to create new tools and workflows…many seem to forget what life was like before they first came with Zbrush…it was and still is one of the most significant changes in Cg in the recent years…also remember that the Entertainment pipeline or even worse the film pipeline is by no means a standard of workflows tools and processes in any way.The constrainsts that we face in production are very specific of other tools that have as well many limitations that are totally unknown in other industries.For example Modeling for film or game really is a very very small proportion of what a modeler tasks can be across all the disciplines and industries.I know that most of Zbrush users and people in this forum work in a film pipeline or would like to work in a film pipeline…i can tell to those that the many self imposed limitation in film that i have to face every day are borderline ridiculous and an old heritage of times when there were very little tools available.Fortunatley a new generation of soft engineers, artists and TDS are ready to break the mold and come with
new ideas and approaches and ANY new flavor is very wellcome…i have recently come across very interesting if not totally new ideas like realtimephysically accurate rendering or Voxel sculpting to say a few…this are companies or individuals whose projects started with a big bold statement and a very healthy “says who?” while every critic is welcome i will always salute the effort of a company that is ready to go where the others wont because there is not a road previously traced…and that is called vision.

Wow that is looking freaky awesome!!! Can’t wait to put my hands on! Hopefully it will be released for both win and mac at the same time!

This looks awesome!!!

I seriously look forward to this and the other features not yet mentioned. :slight_smile:

One thing I am holding my breath for, and I REALLY hope Pixologic are working on for a not too distant release, is something like Auto Retopology like that in 3D coat. Or at least improving to the tool set used for retopo. Once I have that, my life will be almost complete. :slight_smile:

But back to this preview, this looks simply amazing!!! So glad the rendering from ZB is working better than ever before!!

really looking forward tho this. I’m also someone who tries to stay in Zbrush as much as possible for everything and I will also render out everything in zbrush. I can’t be bothered much with technical issues of exporting, uv-coords , …

But I do understand that those having to work with Zbrush professionally get a bit frustrated with bugs or lack of more pressing issues. It does seem that zbrush has catered more to the “artist” then the “professional” lately.

Personally I always love discovering a new version of Z, so i’m looking forward to it :wink:

This is definitely awesome… i haven’t used BPR but I definitely will when R2 comes out… and I also would love a 64bit version of zbrush for baking my normal maps with Adaptive and it doesn’t crash Zbrush (I have 12gb of RAM)…but i love my Zbrush hugs it.

And I do hope that R2 will fix the normal map issues (seeing the cracks in the map and trying to hide it sucks on many models) and I honestly, I do miss seeing ZMapper... I make game models and now I am forced to bake out a normal map, export the texture, and see it in Unity3D... not a bad deal but i love having options.

Can’t wait for it

http://img215.imageshack.us/img215/1924/yayzz.jpg

Imo the render still looks like the “zbrush render effect”. But anyway it is a good adiction that light shader.

Right now I’m making a modeling course with Mudbox. My boss honestly ask me if zb is superior to MB. Because he knows that zbrush is big users app and for him users=money. But you don’t have a easy answer to that.

In my opinion, ZB is far superior for modeling but not for painting. A link with photoshop isn’t a professional solution.

It’s a shame, at the end we choose Mudbox because it is a better balance app. With a better painting integration and work with multiuv’s I would choose ZB for the course.

I hope this summer Pixologic bring us a great surprise in this field. I pray for that.:lol:

Cool.

Will the viewport be able to support real-time transparency now? for things like eyes?

What about turning masks on or off with a button, not their view port visibility but their functionality.

True Multi UV support? will the Smooth UV button be fixed? how about be able to export Smooth UV textures? for Colour and Masks?

@ INFINITE: What’s the deal with the smooth uv button? Isn’t it always been when left ticked on, when subdivided, the model will smooth the uvs accordingly just like when you smooth something in maya, the uv’s get smoothed along the border as well.

I don't have a clue what smooth uv textures is supposed to do though that you would want pixologic to implement in their new release.

So, a BPR improvement. Some nice previews maybe. Thank you ! With a more or less problematic perspective camera… Without a real ray tracer, with all this wrong shading.
Anyway, where is the retopo and auto retopo engine?

My top wishlist is:

  1. I need the ability to switch between layers on any level. Going up and down just to switch layers is time consuming and pain in the neck

  2. Fix layer bug. When I make a layer, sculpt on it then switch to lower levels, and delete the layer the footprint of the layer remains on the upper levels.

  3. If I hide a portion of a layered mesh, polypaint is going nuts.

  4. Do something to the camera. I know it’s not a real camera, but it’s drives me crazy that my model lines up perfectly in Softimage with the concept art, but not in ZBrush.

I use the layer in daily produtction, but those bugs really annoying. To be honest I do not think that the majority of the user base is interested in BPR, animation, etc. I’m pretty sure they want production ready toolset.

I love ZBrush, that’s why I’m so cared about the future development.

I have only one wish (hair).
This is such a powerfull app as it is.
Good luck and thanks to the ZBrush team :smiley: