ZBrushCentral

Sneak peek #2 of ZBrush 4R2

I think I see what you are saying and you managed to clear up a bunch of stuff that I suspected but was unsure of.
For example in the case of animation having polygons and “loops” in the right place could help a knee or elbow bend correctly and not bunch up?
If that is correct then I think I just learned a lot and so thank you!

Thanks again!
Mealea

Yeah, edge loops and box modeling. Researching those should help you out tons.

Check these movies out!

http://cube.phlatt.net/home/spiraloid/movies/movies.html

I’m willing to bet money that this part of the flute modeling is some sort of specific lathing mode or stroke, as opposed to a symmetry.

Not 100% sure, but it looks like a new brush to me. Or an old one.

Edit: Took a closer look frame by frame, changed my comment to reflect what I see. :wink:

I’m with Lucas as a possibility.
I do like my idea only that is seems more dreamy…lol.

Well see soon enough.

Hehe, yeah I paused and took a closer look to see if the title up the top said anything like “Z4R2 64 bit” but alas, the text is just unreadable!:lol:

Zbrush 4 is perfect but there just little thing that could be done.
Imrpove retopology tools in a intuitive and mindblowing way pixologic is known for.
Direct texture painting with sharp resolution without turn the polycount high.

But who know what will be next so i stop howling and wait for the next step.

:lol:This is great.

I couldn’t wait to try it out:lol:

Now that I’ve had some sleep, I’ve saved the video so I could take a much closer look. I now think lucas may be right too. In the case of the flute, it is being used with the hPolish brush. Is it possible we’re seeing its effects during the goblet sequence too? That was my initial impression, but then I got confused and edited my post. You can already do something similar in the current version of ZB, but I’ve always gotten artifacts that needed cleaning when doing so. Like you said, we’ll see soon enough. Nevertheless, it’s still fun to speculate. Dynamesh is still the thing I can’t wait to play around with the most though. :wink:

I was thinking that maybe boolean operations would allow you to just glue a bunch of subtools onto a main object. If that would be the case you could do something cool just by creating one detailed minor object, dublicate it a bunch of times, arrange and scale, then weld onto a main object.
For reptile skin and organic surfaces that would be wild.

It’s interesting when you compare the view stats with the announcement Cinema 4D R13 over on CGtalk which has around 35000 views and this one has 83000. This preview has only been up a week and the Cinema 4D one for 2 weeks.

In any case this ZBrush 4 R2 looks like a really exciting update and best of all it’s free. I really hope they have ironed out the bugs in this release though. My major one being the scaling issue when using the deformation tools which leads to a crash. I only added Zbrush 4 to my toolkit back in March this year so there is still a lot to learn and use with what I have already.

I use ZBrush more for solid modeling purposes between Cinema 4D R11.5 using GOZ which great so I’m excited about the Boolean tools and the other modeling tools/methods. The HDRI and lighting updates look intriguing :). Pixologic make the most exciting video’s :slight_smile:

I’m excited and kind of anxious for this new release. I watched a video from 3dtotal.com covering Siggraph that mentions the new feature called Dynamesh. From what I understand we will be able to sculpt without worrying about elongated polys which will progably eliminate the need to retopologize, at least for art work created for illustration. I’m guessing its the tool being demonstrated in the beginning of the sneakpeak 2, the tool with the checkered texture…right?

Wow…nuff said

The very first part of the vid clearly shows dynamesh, with UV applied too. I bet uv updates accordingly to the mesh so no distortion at all.
I’m hoping Pixologic fixed some annoying bugs, especially the one of smooth UVs, to help production.

Neat!
I understood the lizard one right off, you can see the bend points before it bends.
This could maybe explain why I cant make an armpit. Or, to put it more humorously: My armpits stink!

Thank you for that video, I think I’m starting to see why so many people use basemesh for people, you can bend them correctly at low subdivisions.

Suddenly I have some work to do.

GRIN!

All the new features look fantastic and i can’t wait to try 'em out.
it looks like alot of things in the update will make workflows easier…
but for the love of god- i REALLY hope that mouse gesture/wonky zooming viewport thing is taken out or at least defeat-able. i spend so much time correcting, due to it.

Not sure what you mean exactly, but if it’s the alt+click center object you can turn it off in the preferences menu. Don’t remember the name of the submenu but it’s there somewhere, the button is called something “subtool…” as it also turns off the alt+click choose subtool.
I really would recommend a tablet instead of a mouse, the smallest size takes the least efford to zoom in and out…

oh, i’m using a tablet.
certainly couldn’t get by without it!

the thing i was referring to- is the whole gesture based feature when using the tablet. especially when you’re holding shift. all the little wiggles you make with the pen can affect zooming in and really gum up your works.
it’s a known thing. i’ve read plenty of threads on the matter, but there’s currently no way to shut it off.
thanks for chiming in, at any rate!

Completely inspiring!!! Looking forward to the release!!! Backgrounds look to be so much easier!

I’m using a tablet without any problems. You can turn off almost everything that goes with the tablet, including gesture based features.
Your problem doesn’t sound like it has anything to do with zbrush though? But I can assure you that if you’re using a wacom tablet every extra feature can be turned off. Or are you on a Mac it might be different?

In any case I only had the problem of alt+click zoom out feature that can be turned off inside zbrush.