ZBrushCentral

ZBrush 4R7: Released!

Looks like new ZModeler tuts are up. :+1:

is posible to get ZB4R7 guide OFFLINE? for download http://docs.pixologic.com/
thanks

UPDATE: The 64 bit is still pretty unstable. Crashes a lot, just not when I was able to predict it would crash, when I was using the 32 bit. That was easy to predict because it usually involved trying to do extensive work maneuvers with high poly meshes. This new 64 bit can handle that with no problems, but then crashes 5 minutes after launching while basically dropping a sphere on the canvas. It also seems to not like when you leave zBrush, go to another app for a few minutes, and then come back. Crash! Not always, but a lot. Way too much. It’s still a pleasure to use when it’s working, but I hope this helps get any problems looked at for the future release.

in December i got a new iMac 5K 27inch. 32 gigs of ram, insane processor speed, and a terabyte of flash memory. It’s a beast! but 4r6 would still crash all the time with it, because it couldn’t utilize all the power. Well, let me just tell you that the 64 beta is rocking on this new iMac. It used to get VERY sluggish if something was in the 14 - 18 mil poly count. Hitting BPR or any RENDER option was the click of death at that point. No chance of it not crashing. So I was forced to work low, even if I was unsatisfied with it. In the 64, I just made something over 60 mil polys, then hit BPR and it worked. And it worked again. changed a material, did it again. moved it around, and everything was smooth. now, I know 60 mil polys is pretty nuts, but the fact it’s WORKING is amazing to me. This is exactly what I wanted from zBrush!

andreseloy;

Yes. I used a utility called SiteSucker, $4.99, in the App Store.

thanks!
can you share the doc file?
thanks in advance

I guess i can try it here too since the Questions forum hasn’t answered my question. Is there a way to retain texture information on nanomeshes when converting them to actual geometry? It seems such a missed opportunity if that isn’t a function. No matter how awesome textured nanomesh looks in zbrush to be useful in other programs such as games or animation i need the texture and normal mapping and Uv to be tranferred as well. I can’t figure out whether this is simply impossible currently or whether i’m doing something wrong.

What I did is make a simple plane, Uv it, add a feather texture, then populated the head of a character with the nanomesh. So far so good, then I added the nanomesh to the mesh or all to brush but the nanomesh loses its texture information in the process and all i end up with is blank planes.

Try looking under Colorize in the NanoMesh Palate, and turn on Mesh Material.
That might do the trick…

Show me where is GoZ.zip for Mac OS X Yosemite 10.10.2 with Blender 2.73a and ZBrush 4r7

Thanks Mealea, but all the options seem to have the same effect. I wish someone from Pixologic could answer the question.
There’s so much you could do with nanomesh but if it doesn’t retain texture and UV when turning it into actual mesh its usefullness is limited considerably. UV’ing and texturing each and every mesh generated by nanomesh is just not an option.

I’m guessing that’s one of the big bugs to be fixed in the patch being released in the first half of March.

Anyone experiencing issues with Decimation Master after activating “use and keep polypaint” in ZBrush 4r7 OSX Patch 1? 64bit Decimated is disabled, delete cache is always on. I tried both 4r7 32bit and 4r7 64bit. In 4r7, it takes longer than 4r6 to preprocess and when you decimate, it ends up scrambling the polypaint and doing botching the decimation.

I also experienced several crashes using decimation master with different settings to trouble shoot this. Oddly, 4r7 64bit felt more zippy and less pauses.

I would have used 4r6, but due to installingYosemite, the activation process for 4r7 thought I was on an new computer, forcing me to disabled 4r6. For now, I just deactivated 4r7, re-actived 4r6, but I’m still unable to activate 4r7 alongside 4r6 on the same computer as the installation instructions would suggest.

Machine: New Mac Pro 6-core/D700/64gig Ram/OSX Yosemite

@TimothyB > I experienced the same yesterday. I wanted to keep polypaint with decimation (64bit) and it did scramble up the polypaint after decimation too :frowning:

Knowing this I will go back to 4R6 when I know I need to use my work for 3D print, until this bug is fixed.

I am also on a Mac.

Wow, just trying to produce some turntables again inside Zbrush to send over to After Effects for additional work and I’ve just found that movie exporting has been changed to MPEG, rather than the quicktime movies we had before. This is TERRIBLE if you want high quality uncompressed images because even with the higher quality button, there are still artifacts all over the resulting video!

Could we please get the quicktime menu back, or even better, the ability to render to image sequences?

As an example, a quick export at ‘highest quality’. Those arent artifacts from me taking this screencap, those are MPG artifacts. This is pretty damn bad.

Hello TanTeckWeng I reported that about a month ago… It was before the release of p2 patch for the R7… And they “fix it” with the high quality button ?! It’s, as you commented , totally useless for composting. I don’t know what’s happening at pixologic… It’s seems that they want us to use keyshot to make our turns? But as I mentioned in the thread below… There is more then just turn. Please pixologic give us back the access to an output codec without compression.

http://www.zbrushcentral.com/showthread.php?191744-Exporting-movie-from-zbrush-WHere-are-the-compression-and-codec-option-gone-!&highlight=QuickTime

Oh! By the way, I submitted an other ticket yesterday for the Pline for the references not working neither on Mac or pc.
And another one for the snap button on the curve no functioning also… The curve are always in snap mode. OK this one is not big deal, but the Pline IS a big deal. It is render the reference as good as the old plan project systems.
All of those small details plus the unstability of the 4r7 p2 (ex: try to resize your uv in the uv master plug-in… Random crash) is forcing us in production to keep working on the 4r6 p2. That’s making me sad. :frowning:

As stated – many times – before (including in the opening post), this thread is not for reporting or discussing issues. Please use the official Questions & Troubleshooting thread for that.

All posts in this thread that don’t belong are now being deleted.

Thank you.

I really feel bad about always being…um, filled with anticipation…but is the ZRemesher update still coming this week? I read in the 4R7 Patch thread, that ZRemesher is getting its own update. Really looking forward to that – if it’s as good as I’m hoping, I won’t have to leave Zbrush at all, even when creating low poly models now.

Never thought I’d be one of the “please, let me stay in Zbrush” folks, but it is what it is. :wink:

I really feel bad about always being…um, filled with anticipation…but is the ZRemesher update still coming this week? I read in the 4R7 Patch thread, that ZRemesher is getting its own update. Really looking forward to that – if it’s as good as I’m hoping, I won’t have to leave Zbrush at all, even when creating low poly models now.

Never thought I’d be one of the “please, let me stay in Zbrush” folks, but it is what it is.

I guess they will only let it out when they are happy its working well, but aside from that the time it takes to make training also takes much longer than most would think. Zremesher dare I say will never be a replacement for manual topology. but I do hope that the Zremesher guides brush has more options and works much better with Zremesher. Zremesher is great for generating a low polygon mesh for further concept sculpting, but have never got, or expect to get production animation ready topology from it. What ever they add I will sure be using it often and appreciate what ever is done to it.

Dan.

Zremesher dare I say will never be a replacement for manual topology.

You are probably right, but one can still hope. :slight_smile:

The retopology process just does not float my boat. :smiley:

Thanks for your thoughts! As you said, they will likely release the ZRemesher update when it is ready to go.

In the meantime, I’m finding ZModeler is very useful for building neat lo poly models.

You might be filled with anticipation about Zremesher. I am just waiting for the FL version… infact the whole comapany is.