This Friday-Sunday! August 8,9,10th Sign Up Here! : http://pixologic.com/summit/
I thought we can discuss here. I'm just too damn excited I can't sit still for this.(Haha)
Especially as ZBrush 5 knowing it will be...
- Pixel painting enabled
- (Hopefully) Sculptris is fully integrated
- (Rumored) Keyshot integration as a plugin or within ZBrush from ZBrushCentral summit thread.
when zbrush has a summit you know something big is going down.
I'm planning to watch whatever streams I can, but the Friday Pixologic presentation, which I assume will be showing the new zBrush, is at 9pm PST which is when I'll be getting drunk somewhere, hopefully I can watch it later on, or get a nuce recap here
I'm sure there's a lot of other awesome stuff I can't even think of.
That said, Zbrush releases should be considered a holiday.
Yeah, PS integration would be awesome with pixel painting.
Adaptive or some sort of automated smart subdivision would be nice.
64-bit yep please
Free upgrade for ZB 4r6 users :P
Pixel paint (it HAS to have it )
Proper Ptex would be nice
Hmmm maybe some more traditional 3D package like selection (face, vert etc...) without having to isolate things.
Able to re-sell educational Z-brush licence
Cheaper educational licence (actually available from their website)
Do what Autodesk has done with their educational licences
Revamped modern interface with flexible customization.
Dynamic polygon density. something like 3dcoat or sculptris.
Yep! Last I heard they were just doing 4R7 without 64 bit but I really hope I'm wrong.
I wouldn't be surprised at all.
Hoping for 64 bits, proper layer support (without the REC shit as someone said above) and pixel painting. And maybe nodal shading system because that material thing is crap. I can live with the rest as it is.
I've been told it's impossible to just port over Sculptris' Dynamic Tessellation because it relies on triangles, and ZBrush is built completely around the use of quads. Hopefully though they've finally found a way to get the same effect with quads.
I wonder will they announce Zbrush 5 or just 4r7 this time.
Do you mind elaborating on this? I've never used 3DC/Sculptris methods of dynamic topology so would be interesting to hear about.
[ame="http://www.youtube.com/watch?v=E5oQnOfM7Jo"]HEXTOR : 3D COAT HARD SURFACE SPEED SCULPTING - BLENDER / FORMZ 7 SPEEDMODELING - YouTube[/ame]
Dynamesh is basically a cheap imitation of the voxel functionality in 3dcoat. While it's better than nothing it still falls far short of the fucntionality found in 3dcoat and probably sculptris (only played around in it for 5 mins) Dynamesh requires active management and has artifacting issues, like baking the stretching of the polygons into the new dynamesh, difficulty with thin shells, funky handling of holes, creating floaters, surface erosion/melting. 3d-coat has another type of geometry they call live clay which will locally subdivide your mesh while you work, so you only get detail where you need it, this is very similar to Sculptris.
It will be interesting to see what happens with Zbrush, there are a lot of disjointed workflows and things that just don't play well together. It really feels like it's lost it's focus and is moving in to many different directions. I really hope the workflow is less destructive, they finally give us good production ready tools for topology, uv's and texturing, finally give us 64bit, someway to manage subtools, and do something about how they manage 3d space to be a bit more standard so it can work with 3dconnexion devices.
So many things to improve, so I am really excited to see what they have to show. I do have to wonder if the free upgrades are coming to an end though.
Oh yea of course ZB5 will be 64-bit. I guess the question is whether or not this will be ZB5 or 4R7
I also want just one universal save button. On the top left corner. Like in Maya. Or Max.
Zremesher without spiral loops
Better hard surface tools
Working layers without the REC thing
A revamp of Dynamesh that's less destructive to things like, fingers
It's already going to have 64bit, I guess, which has been a huge downfall for me. It sure would be nice to be able to use all the RAM in my PC on higher res meshes. But all in all, I can't think of anything else I'd really want that hasn't already been said.
Good god, yes. My computer has 32GB of RAM, so let me use as much of it as possible instead of this damned 4GB limitation.
I could live with them not changing a single piece of functionality in the program if it meant that it would be 64-bit.
Very clean topo, and lots of well defined hard-surface pieces and seems to be more environment friendly to create in.
But if we are going to see version 5 and see some mighty big changes the likes of what everyone in this thread has been chatting about, color me very excited.
Finally! My 32gb will finally be put to use! Time to create a sphere with 50,000,000,000,000 polys. Think of the detail
What else I would like to see:
Proper texture workflow using layers ala PS/Mudbox (the ability to paint on more than just defuse color would help a lot), although if this doesn't happen then i've got Substance painter to fall back on.
An END to the god damned Action Line! Seriously, they need to GET RID of that thing! and use PROPER manipulation gizmos, even 3Dcoat has them. The Action line has been what's stopped me from really getting into Zbrush since i got it last year, simply because it's so frustrating using that thing, and the circles aren't even labeled, so you don't know what axis you're using for rotating, scaling and moving....
Substance integration would also be nice,
When was 64bit confirmed!?
I'd probably stick with this copy of zBrush if they got rid of the line-style transpose tools. If they had BOTH it would be great, but I like the amount of fluidity and freedom you get with the action-line transpose stuff. It's great for manipulation and quickly adjusting proportions, and it's too bad when it comes to moving an object about. If they had a gizmo you could switch to, the transpose tools would become ultra-powerful.
64 bit, oh yea, need to push another 16GB in then.
Well i really hope they add more traditional modeling too.
A simple extrusion is a real showstopper in 4r6.
If zBrush would be as good in hard surface as it is in organic sculpting,
i would get rid of my other hobbies .
-What really³ annoys me all the time is the clip curve tool, which
is not able to cut overlapping geometry.
-The trim tool is limited and most of the time i use it, it doesnt slice geometry away, it just creates a new polygroup (never found out why).
-And i want a work plane, like in modo.
Actually, there's more to the action line than transforms.
smart masking, curve deforms, extrusions, duplication, negative mesh
The archi image looks like in subD to me. Wonder if they got pixar subD too like in Modo.
ha i got 64 in my workstation and can't open one file of one of the airborn planes anymore...
On the Pixologic FAQ section, there is a question of whether or not 4R2 is 64-bit, and the answer is:
"Zbrush 4r2 is not 64-bit, but Zbrush 5 will be."
So if this is ZB 5 we're getting, then it'll be 64-bit.
@MagicSugar, i know about the modelling capabilities of the Transpose Action-line, and i'm fine if they keep that in, but as it stands right now, using it for tool manipulation is very clunky and not very intuative.
Add to the fact that subtools don't rotate around their own central axis when rotated by default, well, lets just say i'm not the only one who thinks it's time for a change.
And on top of the things i mentioned earlier, another thing I'd like to see is real-world scaling system, along with proper dynamic tessalation (like 3dcaot and sculptris have)
right now we work on 7 games, all run through me at one point so i have tons of instances of max open, tons of files in PS, zbrush, often times running engines etc. that adds up quickly