This was just posted over at Zbrush central. Now you can paint zsphere volumes onto a zsphere rig/skeleton without completely relying on the zspheres adaptive skin to produce the volume you want. It looks pretty awesome.
http://zbrushcentral.com/zbc/showthread.php?t=073956
Replies
it indeed looks awesome
I think they do just want to get a ton of features over Mudbox though, such as this new ZSphere 2 workflow, to try and tempt in more "artists" (maybe even traditional sculptors now that rapid prototyping is becoming more widely available), rather than just game dev and movie people. That's really the stuff which ZB does that Mudbox currently can't.
Anyway the way they do things now I wish them best luck with it - because they really do invent new stuff themselves.
Mudbox 2010 on the other hand seems to transform itself more into a texture painting/ render/ transfer tool with a solid pipeline integration (something zBrush lacks, mainly because of the GUI and different workflow).
And did I see that right...they painted on their Z Spheres? I wonder if that's polypaint or some new kind of paint mode. Polypainting being dependent on mesh resolution and all.
In any case, this will be a heck of a lot faster than fleshing out muscle masses from a low-level mesh.
Zspheres as armatures is a cool idea. This will definitely help snag traditional sculptors and it's a workflow that makes sense to them. It also looks like they made it easier to tweak the position and rotations of the Zspheres, which is welcome.
This new feature looks fucking ace though! It looks like something I would most definitely use.
No kidding.
I was really hoping they'd show what the layered sphere-glob resulting mesh/wireframe looks. But they went straight to some shots of working up a little fine detail instead.
I think this is the first time we get to see a real basemesh-free workflow, that's kindof a big thing!!
I still have shivers down the spine watching the viewport navigation in action ... seeing great new features like Zspheres2 tend to stress Z's shortcomings more and more. Maya-style scene navigation, pleeease !!
GoZing this creature to add more hard surface geometry and holes would be awesome, can't wait to try it out!
I do wonder wether the process is non destructive? for example when they started doing detailing can they still go back to the zsphere muscle masses and adjust them and add to the armature etc? it could get quite confusing when you find "you can do this but not that anymore..oh wait you can but now you cant do something else"...you know the kind of crazy workflow which some of the zbrush features have.
I never understood, the attitudes that zbrush is bat-shit-crazy-non-user friendly program. I have co-workers and friends who talk smack because of its UI, and then praise mudbox and autodesk as the second coming.wtf?
Dont get me wrong they are both good programs but,... yeah. . I always thought that being able to adapt to new programs is good thing, (technology advancing every year and so ) and as an artist you should always be looking for new ways to make yourself a more valuable artist. Each program has its pros and cons and its up the the artists to use them for their strengths.
I don't know. Just my rant. It seems with these recent announcements Ive been hearing alot of smack talk being thrown around.:)
Yeah, but unfortunately most of their new features are only good 70% of the way in serious production work. Like this Zsphere stuff, the topology it creates is such a mess that it doesn't really worth the time you put into it, you'll eitherhave to export to max/maya for lots of fixes - or rather end up leaving Zspheres out of it completely.
Yeah, less features, but a lot more serious app. Haven't touched it in a while but plan to do some comparision soon...
My UI related pet peeves...
- always have to press the tiny smooth UV button right after you import your mesh, otherwise you're completely and un-repairably screwed with the displacement (Zmapper only does normal maps) - okay so this may not be UI related but still... just as V-flipping everything... why can't they fix this for 5 years??
- "viewport navigation" where you actualy move/rotate/scale the model itself instead
- endless scrolling side panels with even more tiny buttons
- super stupid layer system where you always have to go back to the level where you've created the layer to turn it on/off
- lack of vert/edge/poly selections
- folder navigation, absolutely no support for memorizing paths
- it allows you to open some files at startup, but... why offer the last file you've OPENED? Surely people would want to open the last thing they've SAVED...
And so on...
suck on that, ZEDHEADS!
Might be better for doing fancy creature stuff i suppose
I am always suspicious about the usefulness of this kind of thing until i actually give it a go
the UI is workflow based and can be a bit mind boggling at first but i find once you get to know it and know its "quirks" (see above*) then its quite good.
I though this was a discussion on the new features rather then banging on about zbrush interface.
BTW zeebrush sounds a bit shit - zed brush all the way)
feels like ecorche...impressive!
It's widely used because it was the first app of its kind (highres sculpting), because a lot of pipelines are built on top of it and a lot of people know it, and because some of its features are working pretty well.
But it is an app first and foremost for the single enthusiast to create entire pictures in it, and not for a professional studio focused on its sculpting/texture painting abilities. That's why larger (feature film VFX) studios are already on Mudbox and many houses are using both.
I would hope that in like, seven years from now, there's another app, that would be giving both zbrush and mudbox a run for their money.
Competition baby! It leads to greater progress! I would love to see more of that instead of one company buying up all the competition.
On a related note, I cant wait to try out zspheres2. imo it will either kick so much ass or suck balls.
Back to the zsphere2, watched it 2nd time and realized you dont have to really build base mesh in 3d app anymore.. I guess 1 more thing I would like to know more is how pixo deal with hard surface workflow.
on the other hand, maya and mudbox 2010 arent really impressing.. oh autodesk.
ooops btw, sorry OOT but look at this
http://usa.autodesk.com/adsk/servlet/ps/dl/item?siteID=123112&id=13742166&linkID=9242258&CMP=OTC-RSSSUP01
ZBrush has a lot of awesome features. Maybe if it's your main program the interface is even good. I'm just picky. I like to work with multiple objects, with the controls and terms I'm familiar with from every other 3d program. I don't want to feel like I'm using a backhoe to do the job of a bulldozer even if it's in fact the better tool for the job