ZBrushCentral

***** ZBrush 4R6 Available Now *****

Thank youy very much for Pixologic for this great upgrade. I swear you guys are geniuse.I know zremesher is great but thanks for the other great things like having the polygroups stay the same when u use dynamesh just thimk when there isn’t ways to inovate and make the workflows better u guys do it every upgrsde and they are free. The other softwares for digital sculpting can’t compare

You guys are awesome!
I am positive that you will keep doing it again and again…

I just don’t get all the complaints about 64bits n all, you mean that with 64bitZB you will make BETTER ART then what is already presented here in ZBC?? Give them a billion polys n they want a trillion!:lol:

Hello,
have all the Cleverbridge emails about the 4r6 update been sent out? I haven’t received one yet.

thanks,
michael

You should just be able to use the auto update function unless you’re using a license server.

I love it… any news on the tutorials… addicted to tuts…

Pixologic\ZBrush 4R6\Documentation ZBrush4_R6_whats_new.pdf.Easy to get it.

Thanks got this, I was referring to the videos mentioned on the release…

Good job on another great release, Pixologic! You’ve done a fantastic job of taking an idea and evolving it to the next level! Now the competition finally has to catch up to you instead of it being the other way around, at least so far as auto-retopo is concerned anyways. :smiley:

There are other reasons for wanting a 64-bit version besides increased poly counts. Since I do not wish to rob you of the joy one gets when learning something new they didn’t know before, I’ll leave it up to you to discover what those reasons are. :rolleyes:

Anyone having GoZ problem since the install?

or is there anyway KeyChain could cause a password problem to keep GoZ from accessing the hard drive to write a file?

From ZB it says File Write Error…disk space critically low. I have plenty of disk space.

From Maya it says it can’t open the file.

Clearly you havent used zbrush to its max.

Here is my situation. I work on a model that needs to be seen from both close up and far away. So i subdivide a few times, but I need to subdivide just one more time to get that really fine detail level. even if I dont, I usually have lots of objects per whatever I work on. I then decimate, or try to project form one model to another, or use uvmaster, etc…

when you use these process functions, zbrush has to effectively store two copies of your model in ram… imagine, your model is still there, loaded, but now the tool that you use has to analyze your object which means it needs to store information about the entire model, and then perform something to it.

if you just need to sculpt its simple because the amount of ram on your machine will probablu suffice, but for tools that need to go over your whole model at once… its a different thing all together. This is why going 64 bits really needs to happen soon.

The bigger problem now is that computer have become really fast… and you could reach ram limitations and just crash without knowing why… long time ago if you subdivided a model too much it was usually really slow to work with anyway… so you felt it. but nowadays you just crash into a wall. you are going full speed and wham…

The problem will become even bigger when 4k tvs/cinema gets more common. When zbrush was made, most tv work wsa SD, and in general most people would try to hide lack of detail by lighting a certain way ( night time… ), or motion blur. Todays CG is out in daylight… less blur, more closeups, etc.Its a different ballgame than it used to be. and it will get even harder with 4k, as it is approx 4 times the resolution of Full HD.

Thanks Pixologic the zremesher itself is a dream come true ! :slight_smile: thanks for the new cool tools. True that ZB needs a 64 bit version because it would be a huge boost for the workflow, but the innovation ypu put in the toolset is really awesome !

Pixologic constantly innovating, I would love to see some kind of animation feature using a traditional feel, even if it was a plugin like GOZ that transferred out poses into a 3D(cinema 4D) app or a compositing program (AE). Another sick feature would be a rendering effect that uses angle weights,based of POV, so that you could do line width variations (a localized width variation feat would be sick) on the posterized render, the desired effect giving a calligraphic or sumi-e painting look.

Is anyone having issues with trying to build a low poly model from a decimated mesh with asymmetrical details? I have a shirt that has some asymmetrical details, but I want the low poly mesh to be symmetrical… is this possible with ZRemesher, or will I be forced to use ZSpheres?

If anything, ZRemesher is KILLER.

Have you tried to mirror the side you want to be symmetrical? Look for commands in tool geometry/ modify topology or tool/geometry/ deformation menus. Modify topology allows you to set the axis for mirroring.

Cheers!

It was modelled with symmetry enabled initially… then I added asymmetry to make the model look natural… so I guess I will have to manually retopologise this particular model… :slight_smile:

It was modelled with symmetry enabled initially… then I added asymmetry to make the model look natural… so I guess I will have to manually retopologise this particular model… :slight_smile:

But you can still mirror your low poly so that it becomes symmetrical (under the deformation tab). Like willbrown1 one said.

Yup… I figured it out :slight_smile: Easier than I thought :slight_smile:

the update is actually AMAZING. I could not believe how well the new ZRemesher tool works… It’s like magic :stuck_out_tongue: Thank you Pixologic team!:+1:

The issue I have noticed may have been mentioned here already and if so I apologise, I have created a low poly mesh posed it or created it from zspheres when I get to the finer detail and try to use the zremesher it resets my pose to a symmetrical stance rather than the asymmetrical one wanted. Is there a setting to prevent this or do I need to manually recreate the topology?

The GoZ patch totally resolved my issues I was having with OSX Maya. Thanks. Can’t thank you enough. Finished a rush job ten times faster with it today.