Yep. Surprised it took this many years for Pixologic to incorporate the Sculptris tech into ZBrush after they bought it, but I'm glad it's finally in there. Dynamesh is great, but Sculptis approach to dynamic tessellation was always just a lot more fun to work with
I hoped they would add voxels, but DT is great too. I just wish it wouldn’t crash every 20~30 minutes from it. In my experience R8 is far less stable build than R7. I actually feel compassionate for Autodesk - they presented they same DT feature like a week ago or so? I think it was intended to be a Mudbox competitive feature.
Has there been any updates on how they handle student licences? It is currently a bit annoying having to shell out £402.00 for a student licence currently. That and you have to go through a third party retailer to get it, as they do not offer it through their website.
have n' t even installed the last update yet. its seems to have most things I need already . I think zbrush has crashed once on me in the last 3 months
crash frequeny in zbrush is very dependant on the featureset you're using. i'm a simple man so it hardly ever crashes here too - and R8 works better for me than R7 - but those who really dive into the fancy features tend to sing a different tune.
I've got to say they are doing a incredible job with all theses features and all of that for free but I feel zBrush is becoming more like a toy than a real production tool, it's still not viable in a work environment and that's a shame... I'd love to see a version without any new fancy tools but instead updating the mains one for a studio pipeline!
I've got to say they are doing a incredible job with all theses features and all of that for free but I feel zBrush is becoming more like a toy than a real production tool, it's still not viable in a work environment and that's a shame... I'd love to see a version without any new fancy tools but instead updating the mains one for a studio pipeline!
I'm not sure I would call it a toy but I get what you are saying. My key frustration with ZBrush is how much it lives in it's own little world and the design behind the tools rarely seems to consider steps beyond just making the geometry. Sure it does a pretty good job at executing artist intent, as long as what you are intending to make is a sculpture, or can be reasonably adapted from a sculpture. From my point of view it really seems that the development of ZBrush is being driven by industries that rely on 3d printing.
Here are some of the things that I was hoping to see that I didn't show up in Zbrush 2018, please correct me if I am wrong and these are actually in ZBrush 2018.
Alembic support
Open Subdivision support
OpenVDB support
Support for animation/point cache(Alembic/fbx) with the ability to sculpt over time like Chronosculpt
Support for importing Cameras and camera animation (being able to see your sculpt from the perspective it will be seen at)
UDIM support
Ptex support
Better sub tool organization
Linux support
While I appreciate the free upgrades, it is a double edge that cuts both ways. Pixologic is probably one of the least responsive companies when it comes to support and taking feedback from customers. After all they already got our money, and they are not asking for more money so why should they listen to customers? I don't think it's malicious, it's just what happens when you are not obligated to deliver.
@Aabel Good Points. It may be integrated into pipelines but it does feel as if they are moving towards 3D printing rather then production pipeline work and it is this space that Autodesk could fill with Mudbox. I personally use 3D Coat along with a slightly older version of Mudbox, the two can work good together. I've always had the feeling zBrush is a program onto it's self, it doesn't feel as if you can connect it to other programs. As I mentioned, Pixologic was throwing around creating a new version of zBrush with a cleaner user interface etc for quite some time; I don't think they are are interested going down this route anymore. While it's great zBrush users have gotten free upgrades up to now; the program could use a face lift.
I'm kind of surprised by some of these posts... isn't zBrush an industry standard that's used in production all over the world for film, TV and games? It might not be a 'complete' package that handles production end-to-end... but, it was never meant to? I think these new tools look amazing and I'm constantly stunned at how powerful zBrush seems to be.
Burpee- you are joking right? - zbrush is so used in any amount of studios and is fully integrated in to the art pipeline. I really don't understand where you are coming from on this. still Not viable in a work environment? WTF
i have been using it as both a freelancer and a senior artist since around 2006
I'm kind of surprised by some of these posts... isn't zBrush an industry standard that's used in production all over the world for film, TV and games?
Yes, it is. So are Max and Maya, yet that does not stop people from criticizing those packages to no end. The main difference is ZBrush charges you once and you get updates for free, where as you continue to pay for updates with Maya and Max. People are less forgiving of the faults of Max and Maya because they are constantly paying for the software. ZBrush would face the same sea of criticism if people were paying for updates.
Just because a software is widely used does not mean it is perfect. ZBrush has a history of being pipeline hostile, that is actually why Mudbox came to be. ZBrush caused as many problems as it solved and Pixologic just didn't care to do anything about it.
This last update was a doozy, really looking forward to getting my hands on it. I mainly use modo for my HSM, but i mean. this update though , making ya boy rethink some thiiingss
Trying to upgrade, but when I click 'update to 2018' in the license manager it just takes me to another page saying "No License Found - We are unable to locate any licenses for this email address."
@pmiller001 yeah I'm hoping that's the case. When I first clicked to upgrade, it had me specify which license, and after clicking accept it gave me this:
So we'll see. I'm not in a rush for it, just wanna make sure it ain't break! hehe
Getting the same thing. I assume their servers are probably getting absolutely pounded right now. I'll give it a little while before I let concern set in.
I'm kind of surprised by some of these posts... isn't zBrush an industry standard that's used in production all over the world for film, TV and games?
Yes, it is. So are Max and Maya, yet that does not stop people from criticizing those packages to no end. The main difference is ZBrush charges you once and you get updates for free, where as you continue to pay for updates with Maya and Max. People are less forgiving of the faults of Max and Maya because they are constantly paying for the software. ZBrush would face the same sea of criticism if people were paying for updates.
Just because a software is widely used does not mean it is perfect. ZBrush has a history of being pipeline hostile, that is actually why Mudbox came to be. ZBrush caused as many problems as it solved and Pixologic just didn't care to do anything about it.
Yeah that's completely fair. It's just reading some of the posts gives the impression that zBrush isn't used as widely as it is, etc. It just reads a little odd.
if your end result is just a hires mesh for baking, then Zbrush is awesome. I agree with both Burpee and Aabel, zbrush is not pipeline friendly. Especially in a VFX/film, when you have to worry about scale, displacements, importing painted textures/displacement. - Merging subtools but forgot to turn on uvs, opps! - If you have a mesh facing the wrong way and try to flip it. Zbrush just goes Naa!!! delete subdivision and mirror then Reproject please. - Or .....Baking 20+ UDIMs, acciendentally clicking some other program, maps bake slower and Zbrush refuses to respond.
re zbrush in a production pipeline, hmm naughty dog seem to manage fine:)
pixologic are pretty cool i think , free updates for all. I am not a total fanboy, just think some of the criticism here is a bit much really. lots of easy workarounds for problems in zbrush
onionhead_o re flipping the mesh which has sub d levels, try deleting lower levels, flip it then reconstruct subd's, only take a few secs
zbrush has scale tools also, have you tried scale master?
also try not pressing the wrong button or forgetting to do things, pixologic can't really plan for that i guess;)
Sure Zbrush has been releasing awesome new tools consistently. Im not trying to undermine the great new tools they brought this release, in fact i might even grab a copy.
- flipping the mesh which has sub d levels, try deleting lower levels, flip it then reconstruct subd's, only take a few secs Sure you can do that, But reconstructing means that your low is no longer the same low res as before. Vertex order might change.
- zbrush has scale tools also, have you tried scale master? Nope I have not tried.
- also try not pressing the wrong button or forgetting to do things, pixologic can't really plan for that i guess;) why have keep uvs off in the first place? it doesnt remember every session even i clicked it once. Have to click it every single time you start a new file.
Again for a game pipeline, Zbrush is king. but when it comes to feature film, its not that great. Im sure tons of zbrush users is gona get offended when I say this.
onionhead_o - not sure if the vertex order does change, but maybe just the act mirroring the mesh may change the vert order? will have to have a look a that out of interest.
re films/vfx the only problem I had was that in the film/vfx workflow, they always want a model to work with straight away, so they can test rigs etc. they really can't wait for the final retopo and it can be hard to explain this to them, since each role is separate ie rigger/animator/texture artist.
But i did loads of work for various London vfx companies and using zbrush was generally not a problem other then most people were 3d generalists, not organic sculptors
re the uv button,it's done on a per subtool basis. not really an issue for most people. i generally change the final low poly anyway, so keeping the vertex order is not really a problem these days( for me at least)
BTW I don;t use a lot of the fancy new tools, I mainly sculpt and polypaint. I am NOT doing hard surface in zbrush lol
- A proper texturing toolset similar to Mudbox with layers n sheeeat! New updated UI please Pixo
This is top of my list as well, would be great to get a texture resolution based projection and painting system rather than being limited by verts with polypaint. That being said though you can already use the layers in zbrush for polypaint, there's no blending options beyond opacity/ intensity of the layer but it can be useful.
reconstructing subdivs can affect fine level sculpt detail so generally not a good idea IMO. same as with straight up reprojection and all that. i tend to stick with really conservative ways of working to preserve vertex order and juggle meshes around outside zbrush before feeding it a new piece of geo to avoid reprojection at all costs. all the fancy zbrush ways seem so destructive when you look more closely. why can't their polymodeller simply work on a mesh with established subdiv levels for instance? that could be so helpful, as it is i rather do that kind of stuff in another app. or layers - have the wrong one toggled visible and have the one recording make a fine mess of things.
and i don't think zbrush is intended at all for pipeline work of the type mentioned further up (alembic, etc) and never will be. chronosculpt on the other hand looks interesting, first time i've heard the name. also from checking their forums it's abandonware with only a single release ever from a bunch of years ago? shame if true.
mudbox will never catch up again though. they dropped out what - 10 years ago - when the developer was still skymatter? speed has always been an issue when stepping through subdiv levels, also handily beat by zbrush in sculpting feel. nice for basic 3D painting though, i wish they'd expand on that over sculpting - then we could talk about subscription.
Burpee- you are joking right? - zbrush is so used in any amount of studios and is fully integrated in to the art pipeline. I really don't understand where you are coming from on this. still Not viable in a work environment? WTF
i have been using it as both a freelancer and a senior artist since around 2006
I don't see how zBrush can be fully integrated into a pipeline right now since you can't automate anything, you can't even export your displacement on a farm or something, everything has to be made by the user. Plus there is no camera support, no alembic and ... no linux support so basically it can't work with big vfx studio's pipeline
Yes every studio use it because there is no better sculpting software right now but we have to agree that zBrush has his own way to work and you can't really mix it with anything ( flipped UVs by default = why ? )
As Aabel said very well
Alembic support
Open Subdivision support
OpenVDB support
Support for animation/point cache(Alembic/fbx) with the ability to sculpt over time like Chronosculpt
Support for importing Cameras and camera animation (being able to see your sculpt from the perspective it will be seen at)
UDIM support
Ptex support
Better sub tool organization
Linux support
are missing a LOT and also
+ Seamless Back and forth with Maya - Proper texture management, maybe thinking about setting the UVs inversed off by default... - The facts that you can't bake displacement without crashing your zBrush if you do anything else during the export... - real world scaling zBrush is a great tool but I'd prefer having less fancy stuff like theses in zBrush 2018 and more boring pipeline stuff
Yeah, I don't think a UI revamp is really even in the cards unless you want to cause your entire userbase to have to relearn the entire thing. Unless they made it a toggle or something. I'm not really sure. I wouldn't complain if they streamlined it to be kinda maya/photoshoppy or whatnot. I don't think there's any real reason it wouldn't work, functionality wise (though I'm probably forgetting a bunch of weird shit ZB has).
Finally downloading mine. Trying to get it early yesterday broke my license and I had to file a ticket to get them to repair it, but we all good now.
Can anyone guesstimate how much of an effort would it be for them to revamp their UI?
I have a feeling most of us are USED to this, but if it would flow like your usual 3D programs, I think we'd be applauding right?
the program is well over a decade old and had several UI reworks so far. who knows how much of that has been hacked in - i'be surprised if they themselves could give an estimate for that without a really thorough review.
i think most of us would love a regular interface, multi-screen compatibility, perhaps floating palettes outside the main window, drag and drop functionality and so on (i do not care for maya viewport controls though - have them in blender's sculpt module and in mudbox and they don't suit sculpting very well in my opinion) but with a major overhaul you tend to lose a lot of little functionality along the way, in my experience anyway. this wouldn't be like a reskin with a different UI framework like they did for maya and max, you'd have to rework some more basic concepts of it all. can you imagine how many iterations of Z that would take...
Substance Painter has recently undergone a much needed UI revamp and a cleaning/refining of the code base. While it's not the sexiest release ever, from a feature oriented point of view, that kind of professional, production oriented maintenance is much appreciated and something I wish Pixologic would undertake. Maya, Max(I think), Houdini all have undergone similar production oriented overhauls over their lifetimes. I don't see why ZBrush can't.
As has been said, only a few of Zbrush's many features are truly useful in production. For a competitor to rise they don't need to copy every feature in Zbrush, just the ones necessary for production and of course be more pipeline friendly than Zbrush. In many ways ZBrush has already done all the hard work for the competition.
Haha - the zBrush UI. As I am not using zBrush on a daily basis, I wish they would at least: 1. Option to see all tools listed in alphabetical order 2. Option to hit first letter of searched item and it will jump to all named with this letter (like max modifier stack) 3. Option to enter searching word and it function will open.
But the latest update is a blast for me. I started 3D sculpting with sculptris in 2010. So super easy to use. Same year DrPetter / inventor of sculptris / announced that his idea was bought by Pixologic. After a while I bought zBrush hoping to find some functions implemented. Took me ages to get in. Meanwhile there have been voxels in 3D coat, dynatopo in blender and "dynamesh" in zBrush. But nothing with the ease of Sculptris.
But now it is really, really lovely to see and use what they've done. Sculptris pro will be a game changer for a lot of beginners. Sculpting without caring about anything - well almost. . So much better than in sculptris and much more reliable. One can even do very thin stuff, like dragon wings. And tentacles But those Pixo maniacs are still able to do things pretty complicate. In Sculptris we had one detail slider controlling the tessellation. Zbrush needs two (SubDivide Size & UnDivide Ratio) plus brush size. Plus two buttons. All this hidden in the stroke menu.
Therefore one can control everything. I really do recommend to switch of "Adaptive Size" and "Combined" for tentacle like stuff. Don't forget to switch it on again, polycount is up to 3 million in seconds. But with those two options switched off and SubDivide Size higher, at 1.4 i.e. (depending on mesh size - this was a very big mesh...3x grid size / after unify, one fourth of grid, I put SubDivide Size down to 0.144 - then you can even smooth without killing you mesh) you can use snake hook brush like move brush, but with reasonable dynamic tesselation Play Around with wireframe "SHIFT+F" switched on, to see what's happening with tessellation, while you play with sculptris pro. AND! Switch off UNDO HIstory as often as you can, when saving. ( File size = 8MB without history - 3GB with history !!! ) Every step saves the complete mesh, as it is always new.
Sculptris Pro will give zBrush a completely new creative freedom for artistic works. Those doing finetuning stuff in zBrush will love the new "Elastic" and "Liquid" curve functions. Man, I felt like fighting with a boa constrictor sometimes when editing curves in zBrush. But now everything is super cool. Couldn't play with new deformers, I had too much fun in sculptris pro!
Sure - there could be plenty of stuff done....but I am happy in the moment Ahh - well.... I miss polygon smoothed rendering in viewport. At least when you switch on "Smooth Normals" in render properties, BPR render will show smoothed surfaces.
I don't really get all the UI hate...I've been using it for years now, at first it had a steep learning curve but then learned it fairly quickly. It would be great to see a per-pixel texturing solution rather than what it has now, based on the polypaint res...although how difficult this would be to integrate I have no idea.
That and a waffle making function. Make it happen Pixo :P
Burpee - maybe you have a some minor gripes with zbrush, but its certainly not unusable I Like it because it is mainly aimed at producing geometry. I don't really use any of the so called fancy features at the moment, but that might change in the future. I do wish they would put back in the normal map functionality it used to have and agree that proper texture painting would be a great thing.
Torch - yeah because of the lack of a waffle making function i may have to stop using it soon
I'm honestly surprised to see all the love for sculptris. Every time I've tried it, it felt super sluggish and annoying to use, the sculpting wasn't impressive at all. The tech was though. I probably didn't give it enough time. So I'm excited to see how it's integrated into 2018.
If I could use it. I got my license and download, but when i start it now all it says is corrupt license... back to the support ticket queue..
Sculptris pro will be a game changer for a lot of beginners. Sculpting without caring about anything - well almost.
I'm not a total beginner, and I appreciate this new way of sculpting (new to me), but I think if I had gotten into this a few months ago when I had less of a clue about how to make game models, it probably would have screwed with me more than helped me. It wasn't until I basically cut Zbrush out of my workflow that I started to "get it."
Now I am starting a new model and going to see how the sculptris method can fit into a workflow, but it seems that it can only be used for concepting/creating a mesh that must be retopo'd down the line. So a workflow of working from a low base mesh and going up from there cannot work, right? Nonetheless, this is fun to just work purely artistically and not give a damn about anything else.
I don't really get all the UI hate...I've been using it for years now, at first it had a steep learning curve but then learned it fairly quickly. It would be great to see a per-pixel texturing solution rather than what it has now, based on the polypaint res...although how difficult this would be to integrate I have no idea.
That and a waffle making function. Make it happen Pixo :P
they already have a waffle function, at least if your on a laptop, just subdivide the mesh a few times till your computer starts crashing and turns hot, then just pour the waffle mix on your keyboard and close it, wait a few minutes and ta-da, a keyboard shaped waffle!
Sculptris pro will be a game changer for a lot of beginners. Sculpting without caring about anything - well almost.
I'm not a total beginner, and I appreciate this new way of sculpting (new to me), but I think if I had gotten into this a few months ago when I had less of a clue about how to make game models, it probably would have screwed with me more than helped me. It wasn't until I basically cut Zbrush out of my workflow that I started to "get it."
Now I am starting a new model and going to see how the sculptris method can fit into a workflow, but it seems that it can only be used for concepting/creating a mesh that must be retopo'd down the line. So a workflow of working from a low base mesh and going up from there cannot work, right? Nonetheless, this is fun to just work purely artistically and not give a damn about anything else.
More for concepts in 3D. Sure you have all the tools to go for Decimation, UV mapping and retopo. The question is always what is faster and depends on the needs.
Good update but a few features missing which I still think ZBrush REALLY needs
- Brush setting which auto-masks by angle, The topology mask rarely works - Some way to set the pivot to a vert (rn the only thing you can do is hide all but one triangle of your mesh and centre it) - Transpose Master (For rigging) could use the new gizmo to control the ZSpheres, and also some more settings regarding weights, hell even weightpainting via polypaint and using zspheres as bones would be nice - Some kind of grid based modelling system, They keep pushing the hard surface stuff with ZModeller Brush etc, And the core idea is there since you can manipulate verts, edges, faces
Can someone explain to me what is this whining about Zbrush UI ? BTW maya revamp was awful I will show you what a good UI is (image below)clean with nothing to distract you You should try what I did map most of frequently used functionality to hotkeys and rest of useful thing put in a costume drop down menus this way you wont even need to use default zbrush UI
Replies
Edit: Yup, free. Awesome.
I think zbrush has crashed once on me in the last 3 months
Here are some of the things that I was hoping to see that I didn't show up in Zbrush 2018, please correct me if I am wrong and these are actually in ZBrush 2018.
While I appreciate the free upgrades, it is a double edge that cuts both ways. Pixologic is probably one of the least responsive companies when it comes to support and taking feedback from customers. After all they already got our money, and they are not asking for more money so why should they listen to customers? I don't think it's malicious, it's just what happens when you are not obligated to deliver.
Good Points. It may be integrated into pipelines but it does feel as if they are moving towards 3D printing rather then production pipeline work and it is this space that Autodesk could fill with Mudbox.
I personally use 3D Coat along with a slightly older version of Mudbox, the two can work good together. I've always had the feeling zBrush is a program onto it's self, it doesn't feel as if you can connect it to other programs. As I mentioned, Pixologic was throwing around creating a new version of zBrush with a cleaner user interface etc for quite some time; I don't think they are are interested going down this route anymore.
While it's great zBrush users have gotten free upgrades up to now; the program could use a face lift.
I really don't understand where you are coming from on this.
still Not viable in a work environment? WTF
i have been using it as both a freelancer and a senior artist since around 2006
Just because a software is widely used does not mean it is perfect. ZBrush has a history of being pipeline hostile, that is actually why Mudbox came to be. ZBrush caused as many problems as it solved and Pixologic just didn't care to do anything about it.
, making ya boy rethink some thiiingss
hoping it's just their server being pounded
As I understand it'll come to you in your email I think? Please let us know how it goes. I imagine theres a lot of traffic today.
So we'll see. I'm not in a rush for it, just wanna make sure it ain't break! hehe
- Subtool folders
- A proper texturing toolset similar to Mudbox with layers n sheeeat! New updated UI please Pixo
- Merging subtools but forgot to turn on uvs, opps!
- If you have a mesh facing the wrong way and try to flip it. Zbrush just goes Naa!!! delete subdivision and mirror then Reproject please.
- Or .....Baking 20+ UDIMs, acciendentally clicking some other program, maps bake slower and Zbrush refuses to respond.
pixologic are pretty cool i think , free updates for all. I am not a total fanboy, just think some of the criticism here is a bit much really.
lots of easy workarounds for problems in zbrush
onionhead_o re flipping the mesh which has sub d levels, try deleting lower levels, flip it then reconstruct subd's, only take a few secs
zbrush has scale tools also, have you tried scale master?
also try not pressing the wrong button or forgetting to do things, pixologic can't really plan for that i guess;)
- flipping the mesh which has sub d levels, try deleting lower levels, flip it then reconstruct subd's, only take a few secs
Sure you can do that, But reconstructing means that your low is no longer the same low res as before. Vertex order might change.
- zbrush has scale tools also, have you tried scale master?
Nope I have not tried.
- also try not pressing the wrong button or forgetting to do things, pixologic can't really plan for that i guess;)
why have keep uvs off in the first place? it doesnt remember every session even i clicked it once. Have to click it every single time you start a new file.
Again for a game pipeline, Zbrush is king. but when it comes to feature film, its not that great. Im sure tons of zbrush users is gona get offended when I say this.
will have to have a look a that out of interest.
re films/vfx the only problem I had was that in the film/vfx workflow, they always want a model to work with straight away, so they can test rigs etc. they really can't wait for the final retopo and it can be hard to explain this to them, since each role is separate ie rigger/animator/texture artist.
But i did loads of work for various London vfx companies and using zbrush was generally not a problem other then most people were 3d generalists, not organic sculptors
re the uv button,it's done on a per subtool basis. not really an issue for most people.
i generally change the final low poly anyway, so keeping the vertex order is not really a problem these days( for me at least)
BTW I don;t use a lot of the fancy new tools, I mainly sculpt and polypaint. I am NOT doing hard surface in zbrush lol
all the fancy zbrush ways seem so destructive when you look more closely. why can't their polymodeller simply work on a mesh with established subdiv levels for instance? that could be so helpful, as it is i rather do that kind of stuff in another app.
or layers - have the wrong one toggled visible and have the one recording make a fine mess of things.
and i don't think zbrush is intended at all for pipeline work of the type mentioned further up (alembic, etc) and never will be. chronosculpt on the other hand looks interesting, first time i've heard the name. also from checking their forums it's abandonware with only a single release ever from a bunch of years ago? shame if true.
mudbox will never catch up again though. they dropped out what - 10 years ago - when the developer was still skymatter? speed has always been an issue when stepping through subdiv levels, also handily beat by zbrush in sculpting feel. nice for basic 3D painting though, i wish they'd expand on that over sculpting - then we could talk about subscription.
Yes every studio use it because there is no better sculpting software right now but we have to agree that zBrush has his own way to work and you can't really mix it with anything ( flipped UVs by default = why ? )
As Aabel said very well
are missing a LOT and also
+ Seamless Back and forth with Maya
- Proper texture management, maybe thinking about setting the UVs inversed off by default...
- The facts that you can't bake displacement without crashing your zBrush if you do anything else during the export...
- real world scaling
zBrush is a great tool but I'd prefer having less fancy stuff like theses in zBrush 2018 and more boring pipeline stuff
I have a feeling most of us are USED to this, but if it would flow like your usual 3D programs, I think we'd be applauding right?
Finally downloading mine. Trying to get it early yesterday broke my license and I had to file a ticket to get them to repair it, but we all good now.
the program is well over a decade old and had several UI reworks so far. who knows how much of that has been hacked in - i'be surprised if they themselves could give an estimate for that without a really thorough review.
i think most of us would love a regular interface, multi-screen compatibility, perhaps floating palettes outside the main window, drag and drop functionality and so on (i do not care for maya viewport controls though - have them in blender's sculpt module and in mudbox and they don't suit sculpting very well in my opinion) but with a major overhaul you tend to lose a lot of little functionality along the way, in my experience anyway.
this wouldn't be like a reskin with a different UI framework like they did for maya and max, you'd have to rework some more basic concepts of it all. can you imagine how many iterations of Z that would take...
As has been said, only a few of Zbrush's many features are truly useful in production. For a competitor to rise they don't need to copy every feature in Zbrush, just the ones necessary for production and of course be more pipeline friendly than Zbrush. In many ways ZBrush has already done all the hard work for the competition.
1. Option to see all tools listed in alphabetical order
2. Option to hit first letter of searched item and it will jump to all named with this letter (like max modifier stack)
3. Option to enter searching word and it function will open.
But the latest update is a blast for me.
I started 3D sculpting with sculptris in 2010. So super easy to use. Same year DrPetter / inventor of sculptris / announced that his idea was bought by Pixologic. After a while I bought zBrush hoping to find some functions implemented. Took me ages to get in.
Meanwhile there have been voxels in 3D coat, dynatopo in blender and "dynamesh" in zBrush. But nothing with the ease of Sculptris.
But now it is really, really lovely to see and use what they've done. Sculptris pro will be a game changer for a lot of beginners. Sculpting without caring about anything - well almost. . So much better than in sculptris and much more reliable. One can even do very thin stuff, like dragon wings. And tentacles
But those Pixo maniacs are still able to do things pretty complicate.
In Sculptris we had one detail slider controlling the tessellation.
Zbrush needs two (SubDivide Size & UnDivide Ratio) plus brush size.
Plus two buttons.
All this hidden in the stroke menu.
Therefore one can control everything.
I really do recommend to switch of "Adaptive Size" and "Combined" for tentacle like stuff. Don't forget to switch it on again, polycount is up to 3 million in seconds. But with those two options switched off and SubDivide Size higher, at 1.4 i.e. (depending on mesh size - this was a very big mesh...3x grid size / after unify, one fourth of grid, I put SubDivide Size down to 0.144 - then you can even smooth without killing you mesh) you can use snake hook brush like move brush, but with reasonable dynamic tesselation
Play Around with wireframe "SHIFT+F" switched on, to see what's happening with tessellation, while you play with sculptris pro.
AND! Switch off UNDO HIstory as often as you can, when saving. ( File size = 8MB without history - 3GB with history !!! ) Every step saves the complete mesh, as it is always new.
Sculptris Pro will give zBrush a completely new creative freedom for artistic works.
Those doing finetuning stuff in zBrush will love the new "Elastic" and "Liquid" curve functions.
Man, I felt like fighting with a boa constrictor sometimes when editing curves in zBrush. But now everything is super cool.
Couldn't play with new deformers, I had too much fun in sculptris pro!
Sure - there could be plenty of stuff done....but I am happy in the moment
Ahh - well.... I miss polygon smoothed rendering in viewport. At least when you switch on "Smooth Normals" in render properties, BPR render will show smoothed surfaces.
That and a waffle making function. Make it happen Pixo :P
I Like it because it is mainly aimed at producing geometry. I don't really use any of the so called fancy features at the moment, but that might change in the future.
I do wish they would put back in the normal map functionality it used to have and agree that proper texture painting would be a great thing.
Torch - yeah because of the lack of a waffle making function i may have to stop using it soon
If I could use it. I got my license and download, but when i start it now all it says is corrupt license... back to the support ticket queue..
Now I am starting a new model and going to see how the sculptris method can fit into a workflow, but it seems that it can only be used for concepting/creating a mesh that must be retopo'd down the line. So a workflow of working from a low base mesh and going up from there cannot work, right? Nonetheless, this is fun to just work purely artistically and not give a damn about anything else.
More for concepts in 3D. Sure you have all the tools to go for Decimation, UV mapping and retopo.
The question is always what is faster and depends on the needs.
- Brush setting which auto-masks by angle, The topology mask rarely works
- Some way to set the pivot to a vert (rn the only thing you can do is hide all but one triangle of your mesh and centre it)
- Transpose Master (For rigging) could use the new gizmo to control the ZSpheres, and also some more settings regarding weights, hell even weightpainting via polypaint and using zspheres as bones would be nice
- Some kind of grid based modelling system, They keep pushing the hard surface stuff with ZModeller Brush etc, And the core idea is there since you can manipulate verts, edges, faces
Great new version. Am busy playing with all the new doodads.
maybe I am just doing it wrong
I will show you what a good UI is (image below)clean with nothing to distract you
You should try what I did map most of frequently used functionality to hotkeys and rest of useful thing put in a costume drop down menus this way you wont even need to use default zbrush UI
Every program should look like this at start.