And…They did it AGAIN!!! AMAZING :eek:
Yes, big THANKS!!!
I am waiting at first priority for the lightbox: http://www.zbrushcentral.com/showthread.php?t=071829
Oh, what do I say ?
I can’t wait :o
was there any hint for the lightbox ?
The rain in Spain stays mainly in the plain.
only in your brain
crack cocaine
i just realized that in France they sell ¨pain¨ wich is bread in french…
Well there you go now i know why french are so sad…they have a slice of pain every morning for breakfast
I’m really hoping there’s a good way to make hair/fur.
I’m really surprised that there isn’t more info being posted about the realease from folks at siggraph.
that was… wow… just…
oh no, I’m drooling all over my Wacom! Damn you pixologic!
maybe cause they’re at Siggraph
smartass…
That certainly would be somthink that would grab my attention for shure. To many bald mosters, and humans. would be good to see a hair system, but that may just be asking too much, athough iv heard the words back a page or two about Fiber FX, this is somthink thats in LW though.
Its normaly quiet during Siggraph, almost as if nobody went. Two people have been kind enougth to post some info though from what I can see. If I had went id be taking down every detail for you all, and posting as soon as I got near a computer.
I just want someone to confirm that they saw that circular gizmo from the earlier videos in use. I’ll be bummed if we don’t get that!
see - this is a totally valid opinion to have and doesn’t at all actually “rain on everyone’s parade”.
yeah, i just was in the process of retopoing something yesterday and it’s painfully manual… but i think that the crux of it is is that zb just isn’t a standard polygonal modeler with the kinds of tools that could make the process go faster if you can mix and match techniques…
what i ended up doing was do the big important features in zb and then export into a another app to just extrude out and subdivide things like arms and legs and then going back to zb.
you’re perfectly within your rights to wish for and ask for the feature but it just seems like the issue is the nature of zb and that it’s not a more general poly modeler but a very specific sculpt based modeler.
GO Z may end up being the answer you seek.
jin
I am technically challenged when it comes to such things, but professionally speaking, it seems like Shadow-Box is more of a presentation tool than a production tool. Wouldn’t all that work have to be retopologized to be of use even in film, much less a game?
It’s certainly a gee-whiz feature, though I wonder if you could just import a B&W bitmap to use for that same purpose, or even better, import Illustrator paths for maximum control–? It would seem to provide an even more flexible workflow. But again, I wonder about prohibitively high polygon counts…
LOL @ Kevphil
I’m scared of what Mudbox 2012 will look like… They usually just devastate zbrush with their simplicity.
Kevphil,
looking at the bigger picture concept time can be as long or even longer than production ready modeling…if you manage to cut down times with more design focused modelers you can then speed up some valuable concept time…topology is a constraint that hopefully one day will be totally avoided…i can still remember my modeling sups 10 years ago saying that the only professional way to produce quality models was using Nurbs…today i still use Nurbs because i rather have them than not and the more tools the better but our pipeline simply does not support Nurbs at all anymore and the time consuming process of building things the nurbs patch way is simply not acceptable anymore.
There is no point in reinventing the wheel…there are plenty of very good poly, nurbs, parametrical or solid modelers out there…ive tried many different approaches for different shapes from solid to nurbs to poly to matehmatical modeling…there are so many flavors.
Lately i have seen unfortunately very little new faster more intutive ways to do things…and i have to admit that almost all teh time it comes from smaller more dynamic developpers or from developers outside of the entertainment field.funny enough the original idea of sculpting then displacemnet extracting is not even new…we where using excatly taht same idea 15 years ago (now you know why Artisan tool always eisted in Mya since version 1) …Voxels? it is exciting to see them back on more optimized ways, cheaper and more usable but again Voxels have been around for ages…(Claytools) all this to say that any new paradigm in this particularly slow evolving computer graphics modeling field is welcome as an extra tool to do better faster and stronger stuff.In a world where i can still hear absurdities like “the cleanest way to describe a triangular shape is using a quad” (true story)i think that there is a lot still to be done to unleash creativity and keep constraints to a minimum.
If u are feature hungry and technologically challenged then you should just out of curiosity have a look at what other industries that cannot afford having people wasting there valuable time stuck in 1985 techniques, are doing.Imagine and Shape for instance is a cool cad design modeler capable of having catmull clark subdivs combined with Nurbs on the fly allowing booleans on subdivs and parametric modleing all in one single app.
At teh end of the day the core task of a modeler is shape creation…is not just make a cool looking human or biped is being able to tackle anything from a human to a cellphone, from a 747 to a flower therefore any shape creation tool is top on my list.
I rather see this happening and spend most of my time improving my eye for design and my shape culture rather than wasting my time as a “topology TD” wich i predict one day in teh so no distant future will be gone for good.There are already in the papers auto retopology algos capable of shape detection and remesh based on flow and it is justa matter of time until this hits the shelves.
Lapaev - mudbox is like simple carving knife while Zbrush is more like a swiss pocket knife. Carving knife may do job just fine, but when you have to cut nails or in the need of corkscrew… good luck then. Choice is yours.
In reply to some earlier posts about Shadowbox, from the teaser video, it looks like it’s meant to be a fast block-out option. It seems, many of the features of ZBrush increasingly look to keep you using ONE app. While ZB is an industry standard, I applaud them for trying to implement a lot of features and options into an inexpensive package for anyone not able to construct a complicated pipeline. However, like many of you may feel, it does appear as if it’s getting a bit bloated. I wish Pixo would buy out NeverCenter and have a basic polymodeler under their banner.
All of the cool new stuff aside, I’m wondering if you can open a ZB3.x tool in ZB4. I can’t remember exactly, but when ZB3 came out, were you able to load up an old ZB2 tool?