ZBrushCentral

Sneak peek #2 of ZBrush 4R2

Depends on if Dynamesh generates the same triangular geometry as Sculptris, or smooth zbrush friendly quads. Anyone who’s worked on a Scuptris mesh inside zbrush knows it’s kind of icky for scuplting and smoothing in that program. If the former is the case, I imagine you’d still have to reskin and re-project after generating new geometry just to “clean” it for ZB sculpting.

Pixo has been pretty open and up front about hiring the Sculptris guy and adapting that technology. Im not sure I see your point.

Any whiff of attention given to the retopo tools? Thats one of the few remaining things that is increasingly driving me out of Zbrush to third party apps.

Mahlikus The Black:

Backface masking is BROKEN on the current OSX version. It’s a big deal for me.

in the last few links (siggraph interview video and the 3dworld write up - basically siggraph related press releases) sculptris is not mentioned as contributing to dynamesh and actually is not mentioned at all pertaining to zb4r2.

that just seemed kinda odd to me when that’s the first thing i thought when i saw the first clip in sneak peak 2 - “oooooh, sculptris like functionality in zb!”.

just seems kinda very deliberate to me and it strikes me as interesting.

By what I have seen and read, DynaMesh isn’t triangles (though Z will toss one in to maintain polyflow). That’s why they say nothing about sculptris. It acts like it but its structure building algorithm is not.

Once again, I am assuming this by what I have seen and read.
I could be very wrong. Though I don’t think I am.
But I could be…lol.

:wink:

:cry: Sorry about that man. That’s a wicked bummer.

Beautiful work by Pixologic, hope to see preview videos that are more revealing, would be nice with some facts.

Boolean operations are just awesome, I wonder if they would also consider improving the symmetry - it could be nice to sculpt architectual stuff like capitals for columns. Right now you can only sculpt mirrored on x,y,z - but imagine you could add more axis. Imagine being able to sculpt the same on all sides of a box.
How cool it would be if one could actually program the symmetry, create your own guides for the points to follow, one can dream.

Oh yeah - and please fix retopology and add support for ptex.

I think you are talking about a snapping of symmetry. Something between our current radial and regular symmetry? Great Idea. I thought about a hybrid grid symmetry a while back but knew it was beyond Z current development.

Whilst this looks great and imo Zbrush is by far
the best sculpting package on the market (somehow looking even better)…
I have not seen any mention of a 64bit version, updated retopology tools.
PTEX or vector displacement…these are fundamental.

At work I am actually seeing people moving to Mudbox
for these very reasons.

Yes exactly. A mix between radial and regular symmetry would be great.
Grid symmetry would be interesting too.
It would be cool if you could actually choose the location of the symmetry points on the model and how they should react, a sort of programmable symmetry, but like you say that’s probably still a bit beyond current development.
However, the boolean operations might give us other alternatives, didn’t expect anything like that before zbrush 5.

Its sooo damn amazing!!! I, beginner of Zbrush but I like new features a lot!!!

Dynamesh could be result of new development by Dr Petter however, even if it’s not the same concept of sculptris. Could be simply an evolution of dynamic tesselation, to be adaped to Zbrush way to deal with polygons. Zb has probably been conceived more around quads than tris, to better deal with subdivisions of the model so that you can go back and forth. The most important thing is if results are similar to Sculptris dynamic tesselation, coupled with Zbrush workflow :slight_smile:
Oh, and since Dr Petter said he was working onto some autoretopo technologies, I bet in the near future we’ll see something cool in that compartment as well…

jawdroppingly good, almost speechless here :sunglasses: :+1:

Retopo tools with the pixologic magic touch is something I would love to see.

I honestly thought that the painting of polygroups would be the beginning of some topology tool.

Basically you paint areas and it works out the flow from how you painted things. Bit like the uv mapping thing. Perhaps with the added ability to do accurate loop painting for areas like faces for when its really important how the flow goes.

Anyway it didn’t happen. :smiley:

Cheers

Mike

mmmmmm… me too

amazing!!Can’t wait!!

I’ve been thinking the exact same thing for a while now. I’m doubtful we’ll see many of the things people are asking for with R2, including better retopo tools, but I am hopefully that Dynamesh is meant to be one more step towards empowering artists who don’t like wasting a ton of time redoing topology for every model they create. If there is anyone whom can find creative new ways to automate the creation of good edge flow from a high poly mesh, it’ll be Pixologic without a doubt. I don’t think there has ever been a time when I wasn’t impressed by their intelligence and programming skill.

I’m thinking there might be something like that already. Notice the radial modeling of the flute instrument in the second sneak peak doesn’t actually show radial symmetry as we currently see it and know it know in ZBrush.

Hmmmm…

I have a question:
Is the Reduce Selected and the Reduce Brush in Sculptris like what you want from retopo tools? (Try to understand here I have trouble retopo-ing a cube ok?)

If so I almost willing to bet you will see that in this release, if they have gone to the trouble to make Sculptris style sculpting possible it seems to me the logical thing would be to include all or most of it.

Anyhow if it is not what you are after could someone explain why please?
My needs for retopo stuff boil down to wanting more polygons.

Cheers! And Thanks!
Mealea

No, retopology is not how you think it is. In a sense, you are right, the software seems to be retopologizing but its more of a simple restructuring.
Now, though retopologizing is restructuring, there is an overall desire to have the mesh structure flow smoothly and in certain manners for a purpose. This flow (edgeloops and pinch points) will aid in UVs, animation, and various other issues. Hope this makes sense. For some, it’s not an easy thing to grasp right away.