That's pretty neat - it certainly mimics more traditional approach to digital sculpting by introducing "topology-stress free" approach! I'll probably find myself using it all the time instead of ZSketch.
Yay, voxel type sculpting is really the way forward for sculpting apps, I'm kind of surprised Pixologic was so quick to integrate it, looks already pretty much as powerful as in 3DCoat.
Can't wait to give a try!
i guess as said before its pretty much based on sculptris, which i really like its not voxelbased as stuf that untersects still intersects and i don't see them making holes (besides one intersting cut where he split the model, so maybe its doable) in the mesh, i guess its still "only" a dynamic surface no volumes, but still one awesome step forward
Yeah this looks like a really good way of jump starting the creation process, no more need to create an even topology on a base mesh for rapid prototyping of a design, awesome!!!
awesome so can we make entire bodys in this like voxel modelling in 3dcoat/sculptris? or is it better for smaller parts? as this seems to focus mostly on just lots of busts
As far as I know the usual workflow is to convert the voxels into a mesh at some point, for example to localize detail (can't do that with voxels, they're always the same size through the model). You're probably gonna have to use some auto remeshing or retopo to do that. Still, it gives more freedom compared to building a zsphere armature or using an external modeling app.
Would have liked to have seen how much more this can do with more exploration into concepting an overall form because i seriously kept thinking 'stop f-king with the face already'. not expecting a complete buildout of a form but how far it could be pushed; promotional material or not.
I agree on the "too much time on weird alien busts" and not enough time of experimenting on what it can do outside of half a biped and a bunch of random bust sculpts.
Either way, I'm pretty excited to try this out soon, and hopefully there's going to be a lot of people beta testing it again that share their awesome tips and tricks (my favorite part of ZBrush releases)
Voxel's themselves are not the bad guys, its the way euchleodion tried to market them that brings the whole voxels in a dim light.
Im looking forward to this, Especially for details on armor or something, maybe so that you dont get too much of a bloody headahce sculpting a chip on it.
Ace! I've been waiting for this feature ever since Pixologic hired the creator of sculptris! Dynamic tessalation for the win!
But agreed with Firebert, I would have loved it if he took those shapes a bit more extreme.
Though i have to ask, Whats the poly count on one of those busts hes throwing out :S It would be in the millions' for him to get such smooth shit going on.
Could that be the reason he didn't want to do anything extreme? or am i just fear mongering over nothing xD
Man... that makes me so happy. I never got the hang of sculpting the zbrush way. this makes the whole process look so much more natural. Clay I can do!
So is this similar to what Blender is implementing with "Unlimited Clay"?
Unlimited clay is based off the ideas presented by Sculptris. Pixologic hired the guy who made Sculptris, took his already working dynamic tessellation engine, and refined it.
From what I have seen at Siggraph, this is a bit different than Sculptris. For one you are using quads only and the resulting topology is very similar to the one you get using Unified Skin (when you work with ShadowBox or ZSketch). Then this is not exactly dynamic tesselation either as when you are in Dynamesh mode (in the subtool palet), you need to CLTR+drag&drop on the canvas to remesh you model (still super fast and you couldn't see any progress bar during the demo).
You define the density of your mesh but putting a maximum polycount for your dynamesh from what I recall. That means that if you want something pretty dense for details, it gets tricky to work with some tools like the move brush to adjust proportions for example, as there is no levels of subdiv anymore.
You can use the insert mesh brush in additive or substractive to do boolean operations.
So you can't use a base mesh with this? Cause I really want to be able to have this ability while designing my creatures. It'd be amazing if, while designing a creature, I felt it needed an arm coming out of his back, and could just pull it out of the mesh like this. Instead of going back, and adding that into the base mesh in max, and going through all that bs.
If they could make that possible, I'd be VERY happy. If they're just gonna relegate this to a sphere, that's gonna be pretty sad. Don't get me wrong, though, I'm not saying it's a sad tool, just I was hoping I could use it on any mesh I throw into ZB
It'd be amazing if, while designing a creature, I felt it needed an arm coming out of his back, and could just pull it out of the mesh like this. Instead of going back, and adding that into the base mesh in max, and going through all that bs.
ZB
Totally agree man, I would love to see something like this added! That would really add a new level of freedom to ZB sculpting
I think you can use any mesh you want since the dynamesh mode was in the subtool palet. It's just that after remeshing it, you get that very dense topology that is great for clay sculpting (with trim dynamic, clay tubes, clip brushes etc...), but from what I understood you lose all your levels of subdiv. You can of course add some more, but your level 1 will still be very dense.
Just think of Shadow box and the meshes it generates and you get a pretty good idea of what a dynamesh is, in term of topology. It's still a mesh made of quads and if you use the move brush too much, you will still get these ugly stretches. But as soon as you drag&drop on the canvas, dynamesh reproject all your sculpt on a new mesh that has a more uniform topology.
Goldo - thats exactly what I thought it was So, big news everyone, no need to wait for the upgrade, just do this :
Start from anything you want > use the move tool to "extrude" a limb > remesh all > select newly created skin mesh > reproject all, and voila! Exactly the same result
(its great to have a shortcut for that tho. Which is exactly what Claytime seems to be!)
Remesh and Reproject are extremely powerful Zbrush features, I am always surprised to see them used so little.
Though i have to ask, Whats the poly count on one of those busts hes throwing out :S It would be in the millions' for him to get such smooth shit going on.
Could that be the reason he didn't want to do anything extreme? or am i just fear mongering over nothing xD
I think what it does is dynamically re-mesh after density. Think of dynamesh as a marriage between the surface of that of zsketch with the voxel displacement and on the fly subdivision of sculptris. If that speculation turns out to be right, then you would control how dense your mesh is by how sharp you make your angles and how many you make of them.
Pior, that's exactly how it was presented to me by a beta tester before I saw it in action It's still a pretty cool feature and they added some sliders to control how sharp the edges can be (not sure if this was just the equivalent of the Polish option for Remesh All though).
That's a bit disappointing Goldo, I was really hoping for actual voxel sculpting like in 3DCoat... Oh well still looks interesting, will see how it goes.
From what I know. It is amazing for, as the video shows, quick exploration of shapes and ideas. There is no dynamic tess. Re-meshing it gives a very high base mesh.
It's great for prototyping, but i don't think you could use it as a base for your final production model, I am told people just redo their low based off of what they come up with in dynamesh
This update looks sweet. I'm falling in love with ZBrush at the moment. I'm using it at work alot, so I'm getting my head around it after all these years of sparatic use.
I'm very likely to buy Zbrush sometime in the next year.. Do you guys think Zbrush will increase in price when this update is released? Apparently it's increased in price with every update.. If that's the case I should probbably get in quick.
I don't think the price will jump with this update since they aren't announcing it as a 4.5 or anything. I think this is just one of the free updates they do along the life of the current version. I could be wrong though.
Replies
EDIT: thanks for posting!
Yeah pretty much, that's why Pixologic hired the guy
September 20th then?
Can't wait to give a try!
i guess as said before its pretty much based on sculptris, which i really like its not voxelbased as stuf that untersects still intersects and i don't see them making holes (besides one intersting cut where he split the model, so maybe its doable) in the mesh, i guess its still "only" a dynamic surface no volumes, but still one awesome step forward
I wish they showed some wireframes.
Can't wait to try this out.
Would have liked to have seen how much more this can do with more exploration into concepting an overall form because i seriously kept thinking 'stop f-king with the face already'. not expecting a complete buildout of a form but how far it could be pushed; promotional material or not.
Either way, I'm pretty excited to try this out soon, and hopefully there's going to be a lot of people beta testing it again that share their awesome tips and tricks (my favorite part of ZBrush releases)
I mean it looks like a great workflow, but after "Unlimited Detail" I'm just afraid of voxels
Im looking forward to this, Especially for details on armor or something, maybe so that you dont get too much of a bloody headahce sculpting a chip on it.
But agreed with Firebert, I would have loved it if he took those shapes a bit more extreme.
Though i have to ask, Whats the poly count on one of those busts hes throwing out :S It would be in the millions' for him to get such smooth shit going on.
Could that be the reason he didn't want to do anything extreme? or am i just fear mongering over nothing xD
Unlimited clay is based off the ideas presented by Sculptris. Pixologic hired the guy who made Sculptris, took his already working dynamic tessellation engine, and refined it.
You define the density of your mesh but putting a maximum polycount for your dynamesh from what I recall. That means that if you want something pretty dense for details, it gets tricky to work with some tools like the move brush to adjust proportions for example, as there is no levels of subdiv anymore.
You can use the insert mesh brush in additive or substractive to do boolean operations.
20 more days of wait to try this out
If they could make that possible, I'd be VERY happy. If they're just gonna relegate this to a sphere, that's gonna be pretty sad. Don't get me wrong, though, I'm not saying it's a sad tool, just I was hoping I could use it on any mesh I throw into ZB
Totally agree man, I would love to see something like this added! That would really add a new level of freedom to ZB sculpting
Just think of Shadow box and the meshes it generates and you get a pretty good idea of what a dynamesh is, in term of topology. It's still a mesh made of quads and if you use the move brush too much, you will still get these ugly stretches. But as soon as you drag&drop on the canvas, dynamesh reproject all your sculpt on a new mesh that has a more uniform topology.
Start from anything you want > use the move tool to "extrude" a limb > remesh all > select newly created skin mesh > reproject all, and voila! Exactly the same result
(its great to have a shortcut for that tho. Which is exactly what Claytime seems to be!)
Remesh and Reproject are extremely powerful Zbrush features, I am always surprised to see them used so little.
I think what it does is dynamically re-mesh after density. Think of dynamesh as a marriage between the surface of that of zsketch with the voxel displacement and on the fly subdivision of sculptris. If that speculation turns out to be right, then you would control how dense your mesh is by how sharp you make your angles and how many you make of them.
It's great for prototyping, but i don't think you could use it as a base for your final production model, I am told people just redo their low based off of what they come up with in dynamesh
So finally they did what was expected. Copied Sculptris coding and pasted in to the up coming update called Zbrush 4 R2 "Clay time."
Who gives a damn tho, they do own Sculptirs now, so hay, I am excited.
Waiting for Sept 20th.
I'm very likely to buy Zbrush sometime in the next year.. Do you guys think Zbrush will increase in price when this update is released? Apparently it's increased in price with every update.. If that's the case I should probbably get in quick.
No need to wait! It's here already (got to say I cannot wait to see the new one-click solution in action tho)