"The key provided is for a version other than ZBrush 4 or an NFR.
Please make sure the key is for ZBrush 4 and above.
NFR's are excluded from upgrades"
I am.
just gonna wait for the download link to be sent out I guess
Em, last time I checked, Zbrush doesn't do character animation, rigging, particles, effects or handle large environments very well? The games industry will still be requiring plenty of Max/Maya installs. But I will be very pleased to stay in Zbrush as mush as possible for character modelling.
Some people are pretty damned excited about the modeling tools. They look cool and I like the action/target design. Seems like a good way to integrate it into ZBrush. Combined with the symmetry stuff it could be killer!
I see the site is down! I was up at 5AM so I could take the trash out and I happened to see a video about R7 from Pixologic on Youtube. That's how I got in before rush hour! :poly124:
Is there a "what's new" feature list anywhere and a showcase for them? From what I've seen so far 4R7 doesn't really look that interesting. Poly modeling and a Keyshot bridge isn't really that exciting.
Is there a "what's new" feature list anywhere and a showcase for them? From what I've seen so far 4R7 doesn't really look that interesting. Poly modeling and a Keyshot bridge isn't really that exciting.
I'm watching a coworker doing some amazing hard surface modeling right next to me
4R7 keeps crashing on me (5 times now) when I try to zremesher subtool with Freeze Subdiv...
I notice that I can press 'D' on subtool without subdiv lvl to kinda preview what it would look like when I Ctrl+D it... then it crashes when it zremesh it...
Is there a "what's new" feature list anywhere and a showcase for them? From what I've seen so far 4R7 doesn't really look that interesting. Poly modeling and a Keyshot bridge isn't really that exciting.
Is there a "what's new" feature list anywhere and a showcase for them? From what I've seen so far 4R7 doesn't really look that interesting. Poly modeling and a Keyshot bridge isn't really that exciting.
Nano mesh, instancing geometry, almost realtime rendering, modeling inside zbrush itself which looks like very cool integration with tris and pretty much modeling of objects that are usually a pain in standard apps, 64BIT! and thats just some of it.
Anyone got a link to the Beta tester's stuff. I cant seem to find it in the forum section. Is that work not online yet?
i havent noticed any specific performance increase with 64bit either yet, but technically, i think the only benefit is that zbrush will be able to access all your memory rather than being limited to 3.5gb or whatever the 32bit limitation is. So it means you can have subtools with more triangles. The performance with which to edit them is still constrained by your CPU.
Is there a noticeable performance boost in the 64-bit version?
I was testing this out yesterday. Looks like the maximum polycount per object is 80 million. I dynameshed a sphere then subdivided to 74 million and had a 25 million poly subtool with it. It was a little slow, but I was making major changes with the ClayBuildup brush to push it. I don't plan on making major changes at that high of a subdivision level, so it shouldn't be a problem.
Somehow I ended up with the 32 version, where did you guys find the 64? The download link they sent me installed t he 32... (I'm totally missing something)
It installs both but defaults to x86 because the x86 version is considered "final" while the x64 version is essentially a developer preview. If you look in your start menu you'll see the x64 version.
Performance wise I don't notice a difference, mainly the benefit seems to be that you can run memory intensive operations (like project all on very complex meshes) without running out of memory and being unable to complete them.
Is there a noticeable performance boost in the 64-bit version?
I haven't noticed any real performance upgrades using the polycounts I'm used to, but I did notice that I was able to push a LOT more polygons than I would usually be able to:
That's over half a billion points (roughly 2 billion polygons) and almost 30 GB RAM usage. It chugged a little when actually subdividing, but then smoothed out shortly thereafter.
It installs both but defaults to x86 because the x86 version is considered "final" while the x64 version is essentially a developer preview. If you look in your start menu you'll see the x64 version.
the zmodeler tools are actually really impressive! I didnt think they could be that useful really, but they actually work wonders, so def check em out when you have time
also, dindt know they already had instruction videos up, need to check those out, so far Ive kinda just clicked at everything and hoped for a resault xD
Qmesh rocks! Anyone who enjoyed modeling with creased edges in silo or edge weights in modo should definitely check out the dynamic subdivision and creasing in zb.
I'm having strange graphic bugs from time to time. It looks like zBrush 4R7 having problems with the gpu. For example when i'm using masking it's displaying a black rectangle instead of the masked polys. But not the full one. Only a corner of it with a transparent fading down. It disapears after a short time. Same on modeling but with matcap color. Someone else??
Qmesh rocks! Anyone who enjoyed modeling with creased edges in silo or edge weights in modo should definitely check out the dynamic subdivision and creasing in zb.
All my hotkeys were carried over in the new 64 and 32bit and after only a couple of hours wait for the activation this thing is running smooth as a baby's bum. Most painless transition ever.
floating licenses usually means companies, having another 15+days of testing on people who are most likely hobbiests, freelancers and students to work out some problems that may occur is pretty understandable in my book. having one person say "zbrush r7 is buggy dont upgrade" on a company level can be enough to not have them upgrade/purchase
i was pretty pleased with the update process this time, no manual porting of preferences required so far.
i did not have time to really dig into the new features. from first glance it seems the zmodeler brush does not work on anything with subdivision levels already established?
Replies
They still got CAD market which bring them around 90% of income, so I'm afraid they will be fine.
I am.
just gonna wait for the download link to be sent out I guess
yeah glad its not just me though
Em, last time I checked, Zbrush doesn't do character animation, rigging, particles, effects or handle large environments very well? The games industry will still be requiring plenty of Max/Maya installs. But I will be very pleased to stay in Zbrush as mush as possible for character modelling.
I see the site is down! I was up at 5AM so I could take the trash out and I happened to see a video about R7 from Pixologic on Youtube. That's how I got in before rush hour! :poly124:
Well it's one of the first cool tricks I found so far.
I'm watching a coworker doing some amazing hard surface modeling right next to me
I notice that I can press 'D' on subtool without subdiv lvl to kinda preview what it would look like when I Ctrl+D it... then it crashes when it zremesh it...
It's in the documentation folder
Anyone got a link to the Beta tester's stuff. I cant seem to find it in the forum section. Is that work not online yet?
I was testing this out yesterday. Looks like the maximum polycount per object is 80 million. I dynameshed a sphere then subdivided to 74 million and had a 25 million poly subtool with it. It was a little slow, but I was making major changes with the ClayBuildup brush to push it. I don't plan on making major changes at that high of a subdivision level, so it shouldn't be a problem.
Performance wise I don't notice a difference, mainly the benefit seems to be that you can run memory intensive operations (like project all on very complex meshes) without running out of memory and being unable to complete them.
I haven't noticed any real performance upgrades using the polycounts I'm used to, but I did notice that I was able to push a LOT more polygons than I would usually be able to:
That's over half a billion points (roughly 2 billion polygons) and almost 30 GB RAM usage. It chugged a little when actually subdividing, but then smoothed out shortly thereafter.
Got it, thank you!
http://pixologic.com/zclassroom/homeroom/lesson/zmodeler/
also, dindt know they already had instruction videos up, need to check those out, so far Ive kinda just clicked at everything and hoped for a resault xD
Is there a video showing off this feature?
There's a really quick showing of creasing and dynamic subdivision at around 9:45 in the first video on this page: http://pixologic.com/zbrush/features/ZBrush4R7/
I think they showed some more of it in the summit demos as well, but it's been awhile since I last saw them. That's where I first saw them though.
Astonished.
All my hotkeys were carried over in the new 64 and 32bit and after only a couple of hours wait for the activation this thing is running smooth as a baby's bum. Most painless transition ever.
http://tutorials.cgrecord.net/2015/01/creating-truck-with-pixolator-in-zbrush.html
i did not have time to really dig into the new features. from first glance it seems the zmodeler brush does not work on anything with subdivision levels already established?