Very wise words.
You said story of my big mistake in 3D life. at the realese time of Zbrush 2 i’m tried to learn it. but after using it for some day i thinked it’s useless, it’s a toy (silly).
But now it’s 6 month i’m started to use it again and i think, i just wasting my life on poly, nurbs and solid modeling. this is that thing i always wanted.
For sure the new render engine have many uses and i thank to pixologic to make it for us.
Hey Aurick …and news on if the new release will have fixed the cavity mask slider on the brush menu?..so miss that function
Well just a little comment back at your way of thinking: “why complete something and make the program the best at what it’s created for, and one of the best at, when we can expand it and ad a lot of new cool features?”
Following this line of thinking we would stop progressing towards the most relevant aspects of Zbrush, that most of us uses it for, and just make an all around program that can do everything, but not terribly well.
I think it’s great that they expand its render capabilities, and I also love the unorthodox UI.
But my point is, I would love to do retopo inside of Zbrush without being frustrated, I mean, the feature is there, right? Why abandon it? I hope they will solve it for this version, maybe in the next sneak peek
zbrush need specular and gloss map layers like mudbox
I pretty new to ZBrush but not cg. ive checked out all the apps that give
and can aford any one of them,but i decided for Zbrush in my point of veiw the best app going ,it just needs a few things fixing IE a good render .hair, it has the
fiberbrush in 2.5 d why not convert that to 3d. retro would finish the app so you
would not need the likes of max, maya .
also a better export format
Has cavity mask brush bug been fixed in this update? Basically color brushes do not take the cavity option(when enabled) into consideration.
as a follow up question to “who cares about BPR”, i’d like to know the thought behind it from the pixologic side. i don’t really expect an answer but i’m just floating it out there… especially since it speaks to the concerns of many in the thread.
i have to confess that i’m on the side that isn’t concerned at all about any kind of rendering capability inside of zb aside from that which affects sculpting and viewport interactivity.
until zb gets to the point where it can replace prman or mr and do things like hair etc, what is the point?
that’s the question but i’m pretty sure that pix has a rationale about it and it would be interesting to know what it is so that the rest of us who can’t get a good grasp of that possible answer can be brought up to speed.
i guess one thing that i can guess at is so that zb becomes more useful for digital illustration peeps who don’t necessarily use other apps to render in and want zb to be a one stop solution.
another more distressing thought is that along with the previously introduced animation features, zb is striving to breakout of the mold of digital sculpting and illustration app and become a full fledged 3d app??? kinda like modo is doing? “distressing” because as good as zb is at what it does, i can’t imagine using the zb style interface to do any of the animation work i do in maya.
if that’s the goal, i’m cool with it - zb has a track record i buy into… but that would be interesting to see…
jin
Thats exactly what I’m talking about.
I think this plays a bigger part in the “logic” of why/how ZBrush is developed than 3D-centric users want to admit… I think the reality is: any useful 3D-only workflow is simply a happy byproduct of the vision of ZBrush as an 2.5D illustration package.
This part I do find more puzzling as well – but one thing is for sure, there is no way you could animate the topology and polycounts that you can in Zbrush in many other applications… I honestly think that if they are going to pursue this aspect much further they would be better off spinning it off into a separate animation package because the ZBrush UI is reaching saturation.
Best,
Jason.
When you look back over the various interviews that we’ve done with artists and studios you’ll notice that there’s a common thread where production artists love being able to very quickly show their work to a director without a lot of hassle. BPR provides another tool by which this is possible. The faster you can show your work and get approval, the faster you can proceed. And of course, the better that render looks the easier it is to get approval.
On top of that, there’s often a demand for turntable renders. It can help you land a job. It can help you show off your work. It can help you get director approval, win contracts, etc. BPR helps make turntables look better. So that’s another thing of benefit to production artists.
TimeLine goes hand in hand with this. It can help you quickly create more impressive turntables – such as fading in a wireframe overlay, sliding in a view of the unwrapped texture next to the rotating model, etc.
Of course there’s another side of TimeLine, by the way – one that is incredibly powerful when you actually start using it, but unfortunately something that most people don’t seem to have discovered. TimeLine can help you sculpt! You can use key frames to set up visibility sets with your SubTools, link layers to work together so you can test your blendshapes out in ZBrush as you’re making them, switch between views where you have textures applied, different materials applied, basic materials and so forth. Heck, you can even set specific views of your model so that you can easily jump between them.
These are tools that aren’t designed to replace your animation package but rather to speed up your work. They can greatly benefit production artists, in addition to being of value to hobbyists, concept folks, jewelry designers, toy makers and all the other ZBrush artists who don’t necessarily want or need an animation package. Even if you might not use a specific feature, don’t assume that yours is the only way that ZBrush gets used or even the only industry where ZBrush has a home. ;)
I would happily pay for an upgrade that just fixed some of the broken/incomplete features–backface masking, support for aliases/shortcuts to folders in lightbox on a mac, web access in lightbox on a mac, support for real alpha channels, 64 bit support–the list goes on. These fixes will help speed up my work.
Bottom line, I never render in zbrush for final output. It is only one tool in my pipeline.
Just like that the folks at Pixologic are coming out with these outstanding updates.
Hopefully soon lightwave with have GoZ.
Otherwise hot darn!!!
Lightwave GoZ isn’t ever going to happen. Or rather, it won’t happen until Core is released, which is almost the same thing as saying it isn’t ever going to happen.
But nobody is going to waste any time creating a GoZ for current versions of Lightwave. Newtek certainly won’t and I’m sure Pixologic has better things to do than worry about a slowly dying package like LW while there are far more capable apps with better futures and more users.
Lightwave is a relic, a blast from the past. It’s all but dead.
(notice my user name “lwguy” = Lightwave guy. I wish I could change it to formerlwguy…)
Otherwise, this update looks great and I can hardly wait.
I can see the benefits of having a stronger render for things like approvals and the animation for blendshapes. As long as other areas that need attention are being taken care of, I don’t see a problem. There seems to be an accumulating list of things that should be fixed, changed, or gotten rid of though. The interface, which at one time was different, but fine, has become extremely bloated and generally irritating to use. An interface designer really needs to be hired to give the thing a face lift.
Polypaint since day one was a bad idea and a painting to texture map has been on the wish list of many forever.
The painting system is really bad, even with spotlight. You can apply mixing modes to your brushes, but not to actual paint layers?!?! It just doesn’t makes sense. No bump, spec, gloss, etc.
Pixologic also continuously makes the argument that zbrush is made with artists in mid. My biggest problem recently has been many implementations which are not conducive to an artist friendly workflow. Zsketch forces you to sculpt on dense geometry, most anyone will agree this a bad idea b/c you want to stay as low as possible at all times for the best result. HD geometry is not helpful because your forced to sculpt a relatively small area of your mesh at a time. The spotlight interface is difficult to understand, even if you don’t use it for a little while.
Even extremely small things like folder structure is an issue in Z. Does anyone save their ztools, textues, or alphas within zbrush’s main folders? It gets real tiring all the time to go navigating through endless folders to get to the directory your actually sculpting in.
I hate to complain so much, really. I’m using zbrush because flat out I can sculpt in it exponentially faster and more intuitively than in the competing programs. The feel of it’s sculpting is awesome. This was true 5 years ago though, and much of the flashy addons really haven’t helped out as much as their little fixes (symmetrical poly selections). There’s just a long list of fixes and updates it could really use, and instead of addressing them, flashy new gimmicks seem to be on top in the priority list. Seriously, I would really love if they just allowed me to turn off zbrush’s native mouse gestures so that the annoying zoom out nonsense would end.
zbrush 4R2 renders are fantastic and it will be a free upgrade to all registered users. and still free!!! Incredible but True! WowwwW…Excellent.
big thank for developer
…Waiting for that update…9 8 7 6 5 4 3 …
I can totally see where BPR is useful, aurick covered that perfectly in his post. I work in a production environment every day, and being able to quickly show something is indeed an asset.
I’d really like to see implementation of localized mesh subdivision like in sculptris. I mean that has to be part of the reason pixo has Tomas Pettersson working with them, and why sculptris was of interest in the 1st place.
t.
oh i don’t! but if it’s not how i use it, i wouldn’t necessarily know about it either. that’s why i asked - fully assuming you guys had a reason for doing what you do - i.e. bpr, timeline.
anyway great answer - it handily answers the question, “who cares about bpr” and should be good enough for anyone who asked - it’s more than good enough for me.
jin
p.s. yes, it totally did NOT occur to me to use the timeline as a sculpting aid and using links in testing out morph targets… i’m going to have to spend a few days trying to figure out how to do all the stuff you mentioned in those two sentences or so!
What could be a good evolution for ZB is a better and more streamlined UI/workflows.
Make things less convoluted for productivity speed. Better retopo tools, since they would be very useful not to exit from ZBrush to have a complete model ready for animation purposes. No problem about the methods,: results are what counts.
Dynamic tesselation a la Sculptris could be added to the game giving us even more freedom. This is real new technology.
About painting: I’d surely like more the paint on texture system used on other apps, but being able to paint without UVs gives freedom as well. Maybe texture system could be added as well tho, because indeed is important to work a bit more like in Photoshop. My suspect is it hasn’t been added because direct painting on texture is actually a resource hog.
I love ZB
Hey guys, calm down, it’s just a sneak peek. I DO hope, that Layer issues, Auto Cavity masking issues will be fixed. And I DO need a 64 bit version. because I have 8 GB RAM, and I do not want to meet the message that there is not enough RAM to do so and so, and crash…
Thanks