ZBrushCentral

ZBrush 4.0 Purchase and Upgrade Schedule

I hope its has Multi UV supports… (automative extraction of maps for disp color… etc… :slight_smile:

But that’s exactly how it works, so where is the problem?

Or I don’t understand what you try to tell us.

[attach=206360]Dreaming of Z4.jpg[/attach]

Attachments

Dreaming of Z4.jpg

that doesn’t sound quite right. last time I checked Zbrush could handle more polys than Mudbox. but maybe I’m wrong? can anybody input who works with both recent version?

and no… I don’t want to start a Mudbox vs Zbrush discussion again. Just thinking that maybe something might be wrong with Leffa’s setup?
<!-- / message --><!-- sig -->
Again not wishing to start a ZB/MB debate - merely answer a question.
Mudbox can indeed push 130+ million polys at a workable amount - Although amount of polys on screen at once has never been the final say on how good a piece of software is.

I really hope I can export the expanded subtools to xNormal…this waiting is making me ITCH!!

I think Pixo has been more than nice regarding free updates so no complaining from me in general I just hope they have found some solutions to some of the ideas they have put forward.

I remember a preview video from November 2004 showing how you would be able to easily rig armatures in Zbrush 6 years later you still can not do it reliably. So I rather not see videos of thing that do not fully work unless they feel it will work. For example most of the reports from siggraph are about other new features not the animation samples we have seen earlier this year. I hope that the previews of a fully animated armature rig feature is still in the plans for this release but starting to wonder as no one has said anything about those features. Maybe one day rigging figures will be possible is that day 8.9.10 we will see.

Regards,
Gary

I have a modest system, with HD Geometry I am able to divide my model to over 100 million polys. That’s a lot no matter what platform you use. If you want to use Mudbox, go for it. Max poly count isn’t a selling point for me, it helps. Its like a game, great graphics are secondary to great mechanics and systems of play. The important thing is developement, growth and supporting the companies you feel do this. ZBrush is a staple in my pipeline, from prototyping to uvlayout now, and there’s a new ridiculously featured version a week away. Generally, one company will push its product and technologies further than anyone else, letting the rest of the market play developement catch-up, creating growth and a healthy market. They don’t take advantage of their product, they have never raped us for our money, though they could certainly charge much more. User support is excellent, and every version, point release or no, is exciting and well featured. I, like a lot of people, don’t even use all of the features I currently have. But, I know with everything Pixologic does for Us, they will always make it easier to do whatever it is we want. I’m lucky to get my free upgrade, and I’m happy to wait a few more weeks to get it. A mudbox/zbrush debate is pointless, especially based on stupid-huge polycounts, which most artists don’t need to take full advantage of. Mudbox has no place in this thread, or most of this forum. I support your use of it, but you should go to their house, you’re in ours.

hear hear well said phakscion… yousummed that up perfectly… I have read lots of these whining posts and am totally stunned? for me I get so excited every time I start Zbrush up and how can now sculpt and travel I can sit in café’s around the world like in the Himalayas for example and sculpt people as I chat to them and then at the end of the day I just shut the lid on my laptop full of hundreds of sculpts, this i could never do with clay…

Pixologic you guys are amazing to think you add new features and even more innovation is amazing and I am real excited to see what comes and how this will help me get even closer to my potential! xx

you guys are awesome thank you

Here is a picture that show the SSS-Material: http://www.pixologic02.com/1007ZBrush4/88-Pixolator.jpg

Found in the ZBrush4 Gallery :smiley:

You are right app comparison arguments are mainly pointless. It is like comparing a blond to a brunette. They both may be gorgeous but some prefer blonds some prefer brunettes.

…With the new sss materials making skin materials like mental ray may be possible right inside Zbrush.

Wow, that is a nice pic…and with layered polypaint, this will be SWEET!!

Neville Page is a mac user, and he was a zbrush 4 beta tester (he apologized in advance for fumbling through windows during his Siggraph presentation).

HaloAnimator:is that image with layered painting.i dont think so.i think its new subsurface material.

Well, ok, i should have clarified… imagine that SSS mat combined with layered polypaint :)= coolness

Sry for bringing up another software earlier. Wasn’t meant as a Mudbox fanpost or anything since I don’t even like Mudbox.
Was purely meant as a comparison between a 64 and a 32 bit app.

And I don’t agree with everyone who don’t think polycount is important. If you don’t want to split up you model in a lot of small pieces and working on 8k+ maps, high polycount becomes pretty handy.
We are really lacking in polycount in our current project but chose to go Zbrush anyway because its better for sculpting.

I agreed a 100 percent! Be happy for what you have and be thankful.:D:+1:

Open to correction on this one but if you have a totally optimized uv map (ie taking all of the 0 to 1 space in the map) and are using an 8k output map for texture, displacment and normals you will need 64 million polys to get a single pixel for each face of that model, a 4k map would only hold 16 million polys etc. because of this I would have thought is is essential for Zbrush to go 64bit (fingers, toes and any other part of my anatomy that can cross crossed :lol: ) I know you could use HD geometry but I still find that cumbersome.

I work in print most of the time and have tested this with a 8k wide render (for 96 sheet billboard output) and with 8k maps assigned to the model which I rendered in Mental Ray Maya, while the textures held fine with a small bit of filtering the displacment and normal gave soft results.

so just to reiterate my point: pls pls pls pls pls Pixologic can we have 64 bit Zbrush

It seems that 64 bit version of zb is strictly restricted) http://forums.cgsociety.org/showpost.php?p=6632516&postcount=135

Thats a real shame if that realy is the case, as I have the memory and Zbrush cant use it, and it does need it. I can only asume it just runs better in general.

Main thing for me is the current tools work better, the bugs are ironed out, and it has better work flow improovments which it does as long as GoZbrush works as I expect it to.

Is GoZ Windows version going to be included with this new ZBrush 4.0 release??
Come on guys, PC users also want to enjoy of this tremendous tool! :cry: