ZBrushCentral

ZBrush, Modeling & Topology

well. IMO I don’t think an application like zbrush would be distracted from its developing. the current zbrush toolset is wonderful to sculpt clay like, and to build up characters working from z spheres. but wjat i’m thinking is just to add upon the current toolset some extended possibilities. example zbrush is a sculpt tool, tjpug there’s some zscript to do animation. the same is valid for the gorgeous quad viewport zscript, and more.

starting from z spheres what is needed IMO is :

  1. possibility tobuild up a structure wich works like a skeleton, and with an ik solver based on joints u draw with them. since z sphere JUST seeem a great structure, is more a thing to add upon existing tool than something strange

a cool idea though would be to have the possibility to build a real bone rig with your z spheres. some sort of double result in one side u get a shape, in the other u get a skel made of bones like in many other packages this would allow complete flexibility for all kinda animations

2)once u obtain your bse mesh and edited it in shape, it comes the time for aadjusting the polyflow. having an easy possibility to do this would be great, and again not a sci fi tool to add.

  1. once u have your sketeton and the low poly optimized mesh, then its time to build some sort of link between your object and sketeton. the link is just there yet:u can pose your chars, so what to add? a link to mesh deformations based on joints rotation.

now all this could be very valid for CA , not facial but body animation for sure but with some kinda Lw endomorph (morph maps embedded into object in Lw) facial expressions are easy.

however with my idea of a skeleton obtained from z spheres, u would have complete flexibility and u could add bones even for facial animation, wich is a good possibility

the curent z brush toolset will do the rest detail the mesh, texture it into an umbelievable way.:smiley:

u will end up with a more robust tool, and your model could be exported (butonly if necessary LOL) into other packages to animate, even if i think that with some enhancements you will have no need.:slight_smile:

ok maybe we will see some of this into a next release!!!:cool:

WOW!

I’m attempting to purchase Silo3D now just for the topology brush feature. I had to scrap my “samurai head” due to bad deformations when animating the eyelids and an area around the nose.

This is perfect.

I’m thinking my workflow is going to be Zbrush->Silo->Zbrush, then to either c4d for some stills etc., and XSI for animation (the advanced rigging and animation setups look very very good).