ZBrushCentral

Sneak peek #1 of ZBrush 4R2

In my dream…
it is Fur system
auto snap on the other sub tools
in Sdiv1 it is the 10%-30% fur and lower detail
with the sdiv up the fur become real count and real detail.
because it is fur
so the radius is a triangel base and no need to be modified
you may need to modify the radius in the end of fur
but not make the triangel beccome a acute triangle
of course with anit-alias

in fact…we can make fur now
but if you make the “real fur” in zbrush now
there will be some problem:

1:smoothe works,and very fine!
but it will also make fur thinner
you can thicker it back by using inflat
of course move tool works too.

2:without anti-alias…the display will become very terrible :confused:

3.no snap in skin(maybe mask works,i didn’t try it)

4.too many no need operation becuase Zbrush not know it is just a “fur”

==Thank you for read…my poor English==

Dynamic tesselation a la Sculptris could be added to the game giving us even more freedom. This is real new technology.

Meaning, first of all, a great auto-retopo and retopo tool, as dynamic tessellation means tri based meshes. As a remesh-project function wont really help you, especially around fingers and thig-hip areas.
You already have sculptris and you’ll be even happier in a few days :wink:

What makes me a bit nervous (lol) is this.
http://www.zbrushcentral.com/showthread.php?t=96408

And most of all, this!
http://farsthary.wordpress.com/

wait… what?

this will be a longuish reply but i think someone needs to tackle yet again things from the very basics…
a 3d modeling program first and most importnat mission is to create shapes…any shapes any kind of shapes…not only humanoids or bipeds or blobby monsters or high frequency detail but any shape…hard, soft mathematical etc…
Topology is a necessity and is a constraint because of the way rigging is handled etc…there is not such thing as topology in nature…a rock does not obey any quad pattern nor any designer draws things so to accomodate a quad structure…no architect buids structures only if they can be created in quads or any engineer designs a plane with n äll quad constraint…while trough pratcice we learnt how to solve with a wireframe the human structure, it is just a simulation but even the best topology does not respect every feature of the human body…it is a compromise…in fact when we create models we create paper thin surfaces…creating wireframe is a computer limitation and highres sculpting is a flavor of modeling an dynamic tesselation another one…so far to be honest teh thing that most closely mimcs reality is Voxels as it is aware of a volume…u can drill, substract or add mass of arbitrary form just as you will substract or add clay…there is no compromise and you can boolean cut sculpt detach split and do whatever you like with it.
Zbrush is an awesome tool but by its surface based nature is showing certain limitations…try to cut a hole trough a mesh…impossible unless…unless you use remesh or shadowbox wich uses a voxel engine in the backgorund…so all teh elemnts are there to unify and stop creating 1000 different brushes wich are just a clone of the previous with a slightly different setting…if we had a real unlimited volume not a multiresolution mesh but a real volume with real mass and clay behaviour we then could create without the need to switch to zspheres or shadowbox then back to polys and it will be an effcient design.
if we are going to create shape of any sort with the eventuality of needing to cut a hole trough a surface or intersect shapes and only when ready retoplogize y think we could streamline the process and have only two steps…shape creation and retopology to suit the limitations of tools down the pipe until those tool evolve as well into something more flexible and eventually get rid of retopology alltogether…
at the moment zspheres, polys, shadowbox etc are disconnected workflows that Voxels could easily make universal and solid.Tesselation on the fly solves the pulling shapes problem but does not solve the cutting surface problem wich means u can add but u cannot substract …it is hard to believe that everybody has overlooked such a basic principle.
Regarding toplogy and quads i have to note that originally Nurbs where all quad patches…and Ed Catmull developped subdivs in order to overcome the limitation of Nurbs…basically to be able to create arbitary topology and not be limited by quads…as you might know Pixar rendrman is perfectly capable of rendering quads,n gons and obviously tris with teh only limitaion of no more of 36 edges to a vertex…its an irony that teh subdiv algo purpose has been defeated by an all quad to death approach that has only its origin in rigging problems down the pipe . The pole problem of pinching is a limitation of the algo that can reach C1 continutity only not because of tri but beacuse of extraordinary vertices wich is 5 or more edges goin to one point…interesting enough u can achieve this with an all quad structure creating as well a pole.This is not much of an issue except if u are going to render something that needs to be so reflective that u will notice the reflection kink in c1 continuity…for any other shape u will never notice it.and funny enough this is why in Nurbs you need to create so many intermediate surfaces like blends and fillets to avoid stitching and creating poles…the blends and fillets will create a continuity that will be render as a contiguous blending surface at render time once the Nurbs are converted into…tadaaaaa tris! so basically u create nice all quad Nurbs but the mathematical solution to trim and intersections relies on tris.
For all this reasons when you have to concentrate in certain features rather than others and knowing that as Aurick said ceratin industries use Zbrush in very different ways the single most important feature is to continue to push towards what are true limitations of CG modeling compared to traditional modeling…traditional modeling can cut holes and substract and really carve shapes…traditional modeling also benefits of real light so no guessing as we have to in CG…retopo is a specific need for specific industries…there is no artistic added value in retopology, there are semi auto and auto retopo tools and it is likely that the concept of topology will be ditched all together at some point as technology evolves… i just think that the modeling paradigm revolution started by Pixo is not yet quite finsihed and has the potential to go further when the possibility to use one universal way of shape creation without the surface limitation like funky clipping curves or posibility of holes and cutting and some accuracy tools too.

need some paragraphs in there mate

Please, Please, Please add Folders. I work with ztools that are often 150-200 pieces and folders is much needed.

Thanks

I mean…
Oh my god
I havent learned 4 yet!

Oh heck!!

YAY!!!

:roll_eyes: Wow, what a whiney bunch.

Thank you to Pixologic for staying true to making this a unique artists tool and not instead caving and creating another clone of everyone elses software. Thank you also for all these releases without ever asking for another dime. I’ve never been treated this well by ANY other software company. :+1: :+1: ZBrush ROCKS!!!

Thankyou for these great gifts, I dont personaly use alot of what Zbrush has to offer, but that dont mean others dont, and these new features are a great addition to what is already a great tool.

All the free plugins we have been given, and updates, I cant see any reason to complain. I do hit a few bugs, and hope to see these dealt with in R2.

Keep up the good work guys.

Cool! is something like Keyshot…awesome. :wink: I hope in the future Pixologic add something like Topogun, you imagen that? Really Cool!!! :idea:

You are right 100%! :smiley:

I just would like to add a “+1000000” for all the comments about the retopoly tool.
I’m in love with ZBrush, but for me, this topology thing is just not efficient. I like the “point and click” way to construct the mesh, it’s pretty intuitive, and… That’s it. It’s all I like about it. For the rest, the overall workflow… Bring a ZSphere, Rigg it, edit topology, make adaptive skin, (don’t forget to enable the projection button)… Com’on! I’m sure, you guys can make it a much more intuitive tool. You’ve made ZBrush after all, uh? :wink:

HOLY COW!
I am just starting to try to learn this and you go an make it simple!
Four steps?!?!?!
COOL!
Thank you so much, in the stuff I have watched and read it was a lot more confusing!

GRIN!

Thanks again and Cheers!
Mealea

woah woah woah woah woah woah woah…

what have we here:

http://www.youtube.com/watch?v=GUJfunSWzwI&feature=player_detailpage#t=152s

is that an unintended leak or a mistake?

i’m gonna say that it’s an unintended leak! PTEX?!

everyone happy now?

:slight_smile:

jin

errr…that link shows Vray for Maya …you either got your link wrong or trying to lure people into promoting Vray ? :lol:

you’re not paying attention.

listen to what he says 5 seconds from the begin time of the link i posted.

jin

LOL I don’t know but he did say Zbrush and Mudbox - leastwise it sounded like PTEX. Maybe someone can decipher that video at it’s begining;)

:b2:

U right. But, the only app using voxels quite efficiently right now for a cheap price is 3D Coat wich is not exactly on par with ZBrush in terms of sculpting quality and feeling. It is not mature app yet even if its developing more and more.
Maybe the best solution now would be to use it coupled with ZBrush to have total freedom, and some artists do, as they tend to use several apps, ZB, MB and 3D Coat too.
However at the end, an optimized mesh ready for animation is necessary to work with traditional 3D apps, since you can make professional animation for production only there.
This is why retopology is becoming more and more important when artists start modelling from scratch in sculpting apps, but also to better remesh a model on the fly if needed.

Maybe one day these traditions 3D apps will be able to deal with huge meshes or even better, with voxel meshes, and rig/animate them who knows…but i think for now there are too much technical limitations for that.

Very interesting the new feature of BPR.I hope also that someone at Pixology consider to extend this not only on a single object in edit mode but also for 2.5 D.I don’t know if technically is possible but I my forbidden dream I want to render a big canvas full of 2.5D drawings with a decent antialiasing and shadow + AO.I think to be not the only one to desire this…Maybe also a guy called Meats Meier wants it :D.Just to create something like these images of mine rendered in the old BPR…If you like them there are more at http://www.zbrushcentral.com/showthread.php?t=130089

Attachments

potenzialità zb 35 verticalità con cage.jpg

new form of alien life.jpg

2009 uccello PS OK.jpg

la potenza di zb semplicità e genio da parte mia 1.jpg

new idea da sel POLYGRoup.jpg

nuove idee che mi hanno colpito con texture render other side light.jpg

quasi alienosa in very fast good idea ok 1.jpg

ZBrush ripresa mano 7.jpg

sito greeblosa blu mod 100 no renderd.jpg

ZBrush ripresa mano 4 ok.jpg

Hi Nemoid,

yes i agree with you…not saying it wouldnt be nice to have better retopology but just saying that universal and artist friendly shape creation of any sort without constraint is not yet solved today although we are quite close now…and this is why i rather see Pixo perfecting the tool rather than going in too many directions…

we need a few good accuracy tools now similar to what lets say Freeform can do when slicing with curves or projecting curves on voxels or filleting and things like that navigate trough this website and realize in the case studies how this product many many years before even Zbrush was designed started tryin to solve everydays modeling problems, notice how the ïdea of autoretopo existed before some in this forum even started a 3d program http://www.sensable.com/freeform-videos.htm

notice how mesh difference and displacement extraction was used back then too …notice that some of those shaping effects are feasible today in Zbrush but require some workaround basically because of the surface nature of the soft…this is why clip curves for instance work only in certain cases and this is also why you have to preplan holes in your shape wich defeats a bit the concept of being totally able to concept model in Zbrush and this is also why we have things like Goz to sort of force you out of Zbrush and solve it…again the mesh on the fly approach of Sculptris solves poly surface stretching but there is no equivalent of the opposite wich will be poly erasing on the fly…its the 3d equivalent of a photoshop that would paint but not erase…a pretty damn basic limitation im sure you agree…

A funny fact is that while Zbrush is a modeling tool, you have to realize that Film and game might be the most glamourous and visible part of the modeling iceberg yet this industry is probably the smallest and definetely the least high end of what modeling can and offers to many many modelers in other fields.

To give you an idea of how limited our poly toolsets can be try doing something as simple as a perfect extrusion offset …it will fail even if the soft splash screen says MAYA 2011… .I think it takes more of a" bigger picture" approach rather than total revolution and this is where i become suspicious of our workflows…i fight production everyday just to realize that some people have been working in very closed pipelines for way too long…some very famous studio that i wont name here was still modeling using Nurbs a couple of years ago…i can guarantee you that other than they very proprietary tools using Nurbs surfaces there was no reason for this at all and this had a huge man hours impact in production inflating time and money costs artificially.

Bigger picture example and how digital artist are sometime alienated by branding, name dropping and trends…the concept of progressive rendering and instant feedback has been out for almost 10 years now with things like Fprime or even Modo…it is funny to see production people suddenly discovering how good that is when using this"new concept" in things like iRay for Mental Ray or Octane…i truely believe that Production is very often the mediocre approach and the safe approach because a lot of people are in the middle of production and have no time to have a look at other more recent options.Changing technologies is a great risk of course in the middle of a project so dont expect huge pipelines to start using things that hobbyist can today and right now.

For all this reasons i wouldnt take production standards as absolute standards…i still can remember how “modeling in Nurbs is the standard” from TDS not so long ago while everywhere else in High end modeling industries were trying to find a solution to solve their very time consuming stitching nurbs problem using things like voxels or solid modeling approaches …the truth is that there is nothing that is set in stone and retopologizing is after all a thing that can be solved by hiring a Junior artist, using a small specialized tool like topogun or even using the Maya toolset u can get away with a lot actually…
again concept modleing is part of the pipeline today…the client usually couldnt care less of what topology means nor the designers directors or art directors…flexibility in shape creation, good presentation are by far more important to me…today we are even rendering decimated meshes for static or non deformable objects…as u can see retopology is needed after all in a very specific moment of very specific assets…they are often hero assets i agree but the sheer volume and scale of environment assets, vehicles props, terrain etc and there complex , often non reusable shape nature makes them a huge bottleneck in production…do the math…for a movie like Avatar for example there were a few characters with reusable base meshes…lots of love for a few models and then everything else! plants, rocks choppers props, spaceships etc…i can guarantee you that there was much many man hours involved in MODELING those than the characters and probably more tools involved too.

as a conclusion yes better topology tools will be nice…this is needed yet a very low end tool after all you just need to snap to surface and build polys on top and there are many little tools doing just this like Topogun or 3dcoat or even Modo…on the other hand there are lots of modeling scenarios that arent solved and that are much harder to solve and that no one even dare to try to solve and i would like to see Pixo focused on that first…i can see that they have tried, i can also see that the idea is there with the voxel engine in teh backgorund for things like Shadowbox or remesh all…i just want them to make a bold statemnet and perfect that…they are leader already in their approach and this way they will really distance competition big time even more.