Yeah, I'm an idiot when it comes to ZBrush, but is it possible to view the model smoothshaded? I love ZBrush's materials and with to use them for making portfolio renders. :femme:
Not happy, try mudbox , smooth shaded, and sluggish... Nice functionality huh ?
Frankly, i'm amazed how fast people can still complain even with some of the most advanced technology.
Give me the name of another app that can handle those amount of polys without too much slowdowns and in realtime.
If you really want this smooth look, go ahead buy some octo-core stations with your 64gb of ram, and enjoy your "utterly divided mesh smoothy-thing", cause that's the kind of power it would require to have a smooth shaded option with our hardware today.
Or simply go back to zb2 and enjoy your not so high BUT SMOOTHSHADEDTASTIC models.
Obviously having a smoothshaded view for hi-res sculpts would be unnecessary, but I'd like to apply ZBrush's materials to my lower-poly game stuff for renders and such.
And smoothshaded view in Mudbox is not that sluggish.
srsly though... why would you want to use zb for low poly renders over one of the studio apps where you'd have way more control over everything, from lighting to materials and camera settings?
Then you misunderstood zbrush for a render app, it's not. If you want this kind of liberty, I suggest you to look into shader programming.
And for mudbox, i don't want to start a war but you can't honestly say it can handle THAT much polygons without becoming slow as hell. (unfortunately cause i would simply throw zbrush to bin)
don't get me wrong...but this sounds a little gimmicky. why not texture up your low poly models? i mean....i can understand throwing a material on a highpoly sculpt to show off your HP. but it seems to me that a lowpoly would come across much better textured.
There use to be a draw smooth button under the tools pallet but it doesnt do much. As for perspective it does have that under the draw pallet or you can hit "P" hot button to activate. You can also change the focal length for the perspective.
As for use of the materials from ZBrush there is this tutorial that you might find interesting http://norman3d.com/blog//?p=11
Even though he is demonstrating using it in Max it can be done in other apps with mental ray.
they call it perspective but it's mor like bending the screen, you can easily that it's no real pespective when you change some parts of the model make it bigger... or unhide subtools, let's say you have the head and the body, hide the body, the head will tranform... with a real perspective the head would stay in position and form...
right, but the point is that Zbrush isn't fully 3d like most apps and although that grants better performance and freedom in certain areas, it has downsides as well.
Anyway, it's pointless to try and present your low poly models in zbrush since the matcap materials are based off of facing angles. You'd do much better to find a nice shader for whatever 3d app you're using and going with that or use the method Popeye9 mentioned.
zbrush supports much more points and triangles on a mesh, sometimes i use 2million quads for just a face with many details, so, you wont need to see smooth shading on it, also, xnormal and turtle renders supports smooth for rendering, so you wont use it anyway.
I love how outright aggressive some of you are to suggestions that your application of choice could use an extra feature. Someone calls it 'the most cutting edge' and 'revolutionary', and gets abuse for even daring to suggest it'd be nice to have smooth-shaded models.
alright, if you guys want smooth shaded in zbrush... heh, not a problem for me, but i hope this doesnt make it even bugged software . I hope they also fix a bug when saving a tool. I found a solution for this, instead of pressing ctrl + s, you have to go to the save tool button and save from there (f... annoying).
That's not a bug, though. While confusing it is how it's intended to be. A tool is essentially your model, but we have to keep in mind that ZBrush is really not just a sculpt app, but a digital 2.5D illustration app. So when you do Ctrl+S it wants you to save the document, i.e. the canvas on which your digital illustration resides.
I wondered the same years ago, and knowing how harsh and abusive can be the ppl on forums (always with sad and horrible answers), i prefered not to say anything to avoid "Fanatics".
There aren't perfect programs, so Zbrush is not the exception. We live with its defects ^^ and we end loving them heh.
hum.. perspective, Zbrush is like 100% flat perspective. I have configured Max and Modo to view things without "perspective" too, totally flat, 100% cool. In that way, proportions errors when modelling are minimal if you model in "perspective view". It's something also very common when drawing, more if you don't work on a proper and angled table.
That's not a bug, though. While confusing it is how it's intended to be. A tool is essentially your model, but we have to keep in mind that ZBrush is really not just a sculpt app, but a digital 2.5D illustration app. So when you do Ctrl+S it wants you to save the document, i.e. the canvas on which your digital illustration resides.
It´s not that, my zbrush crashes when I press Ctrl +S, and yes, you have to save your tool, not the document.
It´s not that, my zbrush crashes when I press Ctrl +S, and yes, you have to save your tool, not the document.
Hehe, yeah that does sound like a bug Does it do that every time without exception when you hit Ctrl+S? I remember mine doing something similar with another button, and I somehow managed to fix it. Just can't remember how, so it might have been one of those things that just "fixed itself automagically"..
Hehe, yeah that does sound like a bug Does it do that every time without exception when you hit Ctrl+S?
That probably has to do with saving and not having the topmost tool in the subtool list selected. One of the features in their subtool master plug in is to automatically go to the top of the subtool list on every save anyway -- probably connected.
Replies
Oh wow.
Frankly, i'm amazed how fast people can still complain even with some of the most advanced technology.
Give me the name of another app that can handle those amount of polys without too much slowdowns and in realtime.
If you really want this smooth look, go ahead buy some octo-core stations with your 64gb of ram, and enjoy your "utterly divided mesh smoothy-thing", cause that's the kind of power it would require to have a smooth shaded option with our hardware today.
Or simply go back to zb2 and enjoy your not so high BUT SMOOTHSHADEDTASTIC models.
Sorry people, anger time.
And smoothshaded view in Mudbox is not that sluggish.
srsly though... why would you want to use zb for low poly renders over one of the studio apps where you'd have way more control over everything, from lighting to materials and camera settings?
And for mudbox, i don't want to start a war but you can't honestly say it can handle THAT much polygons without becoming slow as hell. (unfortunately cause i would simply throw zbrush to bin)
I am not 'misunderstanding' ZBrush. Renders might be a 'big' word, just want to make screencaps of my models with a nice material applied.
that's why it is so fast, it doesn't even has perspective, and a lot of other features but you can do dozens of things you can't do in other apps...
As for use of the materials from ZBrush there is this tutorial that you might find interesting
http://norman3d.com/blog//?p=11
Even though he is demonstrating using it in Max it can be done in other apps with mental ray.
Anyway, it's pointless to try and present your low poly models in zbrush since the matcap materials are based off of facing angles. You'd do much better to find a nice shader for whatever 3d app you're using and going with that or use the method Popeye9 mentioned.
I wondered the same years ago, and knowing how harsh and abusive can be the ppl on forums (always with sad and horrible answers), i prefered not to say anything to avoid "Fanatics".
There aren't perfect programs, so Zbrush is not the exception. We live with its defects ^^ and we end loving them heh.
hum.. perspective, Zbrush is like 100% flat perspective. I have configured Max and Modo to view things without "perspective" too, totally flat, 100% cool. In that way, proportions errors when modelling are minimal if you model in "perspective view". It's something also very common when drawing, more if you don't work on a proper and angled table.
It´s not that, my zbrush crashes when I press Ctrl +S, and yes, you have to save your tool, not the document.
That probably has to do with saving and not having the topmost tool in the subtool list selected. One of the features in their subtool master plug in is to automatically go to the top of the subtool list on every save anyway -- probably connected.