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.
Here you go, not really dynamic per say, but hey! Anything to keep my projects in fewer apps, the better.
Also, don't quote me on this, but at the last convention, there were a few hints flying around at the chance of ZB being 64 bit if all goes well.
I don't know what to say, words cannot describe the abilities of these tools.
EDIT: Still funny to read in the official thread, people 'asking' for an update of the Retopo tools or for a revamp. I'm pretty sure at this point ZB became the ultimate sculpting solution and won't be doing anything else for a LONG while.
And all the Tim Burton fan boys shit themselves over the "curlies" in that video.
Seriously though, that's looking great. I can't wait to get some free form sculpting sessions going. Looks fantastic, but I'm a little leery of the process to get it going, and what the limitations are.
My reaction to seeing that video was pretty much similar to the end of this video! http://youtu.be/c9eGtyqz4gY
All Zbrush needs to do now is to make a retopo tool that works similar to the UV master tool.
Paint in loop guides with one color, general poly flow with another and hit the GO button to remesh.. oh dear god how sweet life would be then.
None of the current retopo tools out today are really intuitive, and take far too long to use if you just want fast and dirty retopoing of a sculpt.. But then, with this new dynamesh stuff, who´s to say its actually needed...
Will be so much fun to see what people get up to when it releases.
None of the current retopo tools out today are really intuitive, and take far too long to use if you just want fast and dirty retopoing of a sculpt..
I think right now there is such a retopology tool that exists. You should check out 3D Coat. Their latest version 3.5 have a function called AUTOPO which allows you to retopologize your whole mesh in a matter of minutes all in quads. You also have the ability to draw curves on the mesh to define the edge flow on your mesh. It's not perfect and you may have to do some cleanup afterwards but it saves you a lot of time from creating faces one by one or extruding edges to make faces.
I tried the older versions of 3D coat where you could draw in lines fairly quickly that it would use.
But thats still more hastle than I like since it breaks up the creative flow when sculpting.
You have to export the model, go through atleast half an hour of backs and forts and experimentations for getting the edgeloops and flow to where you like it, and then import back into Z
What I´m talking about wanting here, is something as fast as UV master.
Imagine if you could, in symmetry, take a blue color, draw a circle around the eye, around the mouth, around the ear, and around the feet and hands. Then with red, quickly draw in 2 or 3 guide lines on the face, one down the side of the hands if you wanted the topology to "twist" as it goes down and just hit "done" and in seconds be back at sculpting on the new mesh
Final retopoing and UVing could still be done the way it is now, since you want very specific vertex placements and edge flows for what ever you are using the model for in the end.
I dont know, perhaps I´m just dreaming here
Dreaming of a day when we are free of worrying about topology and UV´s throughout the creation process. The less time we have to take to think about technical stuff, the more time we spend being creative.
This version of Zbrush is a big step in that direction in my view. If dynamesh is as flexible as it looks in these videos, it could totally do away with any need to use zSpheres or zSketch. Both of which, while revolutionary time savers in their own right, can be a total pain in the n-gon sometimes.
I tried the older versions of 3D coat where you could draw in lines fairly quickly that it would use.
But thats still more hastle than I like since it breaks up the creative flow when sculpting.
You have to export the model, go through atleast half an hour of backs and forts and experimentations for getting the edgeloops and flow to where you like it, and then import back into Z
What I´m talking about wanting here, is something as fast as UV master.
Imagine if you could, in symmetry, take a blue color, draw a circle around the eye, around the mouth, around the ear, and around the feet and hands. Then with red, quickly draw in 2 or 3 guide lines on the face, one down the side of the hands if you wanted the topology to "twist" as it goes down and just hit "done" and in seconds be back at sculpting on the new mesh
Final retopoing and UVing could still be done the way it is now, since you want very specific vertex placements and edge flows for what ever you are using the model for in the end.
I dont know, perhaps I´m just dreaming here
Dreaming of a day when we are free of worrying about topology and UV´s throughout the creation process. The less time we have to take to think about technical stuff, the more time we spend being creative.
This version of Zbrush is a big step in that direction in my view. If dynamesh is as flexible as it looks in these videos, it could totally do away with any need to use zSpheres or zSketch. Both of which, while revolutionary time savers in their own right, can be a total pain in the n-gon sometimes.
Gusti what you are talking is beyond what any retopology or digital sculpting app can do these days. Maybe within the next 5 to 10 years we could see such advancements where you don't have to deal with any technical aspects of the program but until then we as digital artist will have to deal with them.
I remember 5 or 6 years ago when I started getting into 3D I did not know anything about Zbrush or know little about other 3D apps like 3DS Max, Softimage, Modo, and a few others. Back then everything was more technical and go back even 10 or 15 years then it gets even more technical. I started 3D at a time when Zbrush was starting to get well known and there was no retopology tools that had even existed at the time. Everything I had to do was both tedious and mundane. I am not complaining about how much technical stuff you have to know nowadays because all the wonderful apps that is being used today is like 10 time better than in the past and I am grateful that we have these wonderful apps today because it make our life easier than before.
Zbrush surely has revolutionized the game and movie industry and will continue to do so in the future. I too am excited about the dynamesh feature that Zbrush 4 R2 is offering and it looks like you won't have to go through too many technical steps in order to sculpt something out of nothing. This version is surely a first step of what's to come. I'll take what I can now and work with it and leave the rest for the future.
I don't know what to say, words cannot describe the abilities of these tools.
EDIT: Still funny to read in the official thread, people 'asking' for an update of the Retopo tools or for a revamp. I'm pretty sure at this point ZB became the ultimate sculpting solution and won't be doing anything else for a LONG while.
I like the topology tool the way it is right now, they just gotta update it so you can actually move the verts accordingly. For me the only problem is that, when I am using the rigging tool, I can move some points but not all of them. Or maybe i am doing something wrong. =\
Gusti what you are talking is beyond what any retopology or digital sculpting app can do these days. Maybe within the next 5 to 10 years we could see such advancements where you don't have to deal with any technical aspects of the program but until then we as digital artist will have to deal with them.
I remember 5 or 6 years ago when I started getting into 3D I did not know anything about Zbrush or know little about other 3D apps like 3DS Max, Softimage, Modo, and a few others. Back then everything was more technical and go back even 10 or 15 years then it gets even more technical. I started 3D at a time when Zbrush was starting to get well known and there was........
Oh I know such a thing is not available today, but people come up with the craziest of stuff all the time that we thought we wouldn´t see for a long while, so I´m allowed to dream
Oh and I know the tech side of 3D all too well, I started modeling on my Amiga 500 using the first Lightwave version that was not tied to the VideoToaster. I believe it was version 1.4, then moved to 3D studio 2 when I bought a PC Pentium 90 :P Things today are a cakewalk compared to then when it comes to speed and ease of use :thumbup:
Auto-retopoly would be very possible, even by todays tech, if the right people got behind it, too bad they still don't and it baffles, kinda like how we have all these different baking solutions in different softwares with different tangents, it simply doesn't make sense why we don't streamline stuff instead of...you know, using all archaic methods which are only stagnating all facets of industry.
I mean the fact alone that still MANY retopo tools done allow 'real' symmetry vertex repositioning and don't have any real 'extrude' or bevel tools, drive me insane.
3DC is one the right track, but inorder to make it fully automatic, one has to code in presets, hands universally follow certain patterns, as do faces and other parts of the human body, if one coded in presets for say a hand, all the artist would have to do is simply stroke in the lines and let the machine do the rest of the calculations.
Doesn't matter if you have 2, 3, 4 or 5 fingers on your models hands, it will still work under the same basic idea, and once the base retopo is done with the correct loops, you can tweak it and call it a day.
Want an auto-retopo solution of hard surface models? Using Convexity and Cavity calculations, you can very easily the program automatically detect compressed or hard edges.
Having a hard time doing ears? Line in the major structures and valleys of the ears, voila, presto done.
I'm not going to say it's easy to create such a tool, but the solution is very possible, just strange no one still jumped on it.
3Dcoat's retopo tool has a lot of nice options and pretty much works for any type of creature, but yeah and auto human option would be pretty awesome.
for people that haven't really seen 3d coat's, its more optimized for higher poly work, but you basically import a high poly mesh, paint in areas that you want a higher density detail (face, hands, spikes?, etc), then draw like 10 loops for the major edge loops, and that's it.
haven't gotten it yet but first person to get email please post in thread
woke up this morning myself and rushed to my e-mail inbox to no happiness ,
It's supposed to be crazy volume for them to deal with:
Beginning September 20, Cleverbridge will begin sending emails with your download link and serial number. This email will be sent to everyone who has purchased ZBrush 4 or upgraded to it from an earlier version.
Please save this email for your future records! You will need your serial number should you ever have to reinstall or reactivate ZBrush 4R2.
Due to the large volume of emails to be sent out, it may take up to a week for your upgrade to be received.
Please be patient. You can contact Pixologic or Cleverbridge after September 27th if you have not yet received your email notification.
So I am going to try and brainwash myself with dynamesh amnesia.
As painful as the wait is now that it's being distributed. Free upgrades like this make me happy I commited to Zbrush.
Checked the draster website... No mention of a zswitcher update. Hoping my navigation solution works on day 1.
It should've been released by now. Still waiting. its 20th of Sept.
It can happen that you have to wait for a week to get your email.If they send every customer their email on the same time, their mail server will either crash or/and most likely they will land on many spam filters which is not a good thing
It would be much easier to upload it on the server and authenticate it. Like people who own this product have the serial and are registered. Cracked serials are never registered to the server so there is no way to hack it, unless there is a way to download it and than register.
Thats the fastest way to do this instead of emailing one customer at a time. lol man I can just imagine the customer service rep going crazy doing that. xD
It would be much easier to upload it on the server and authenticate it. Like people who own this product have the serial and are registered. Cracked serials are never registered to the server so there is no way to hack it, unless there is a way to download it and than register.
Thats the fastest way to do this instead of emailing one customer at a time. lol man I can just imagine the customer service rep going crazy doing that. xD
Not really, all you need to have is the database with all the customer emails/ID, blah blah, blah.
Set up (even through a simple python script that has access to your servers) auto-sender to periodically, every couple of minutes, send an email to an account under the last account.
There are many 'scripts' for such things even for Firefox as extensions, especially useful for sites that Time-Out on you, if you browse and download too many stuff from their galleries, or change too many pages quickly, so I would say, Pixo is doing the right thing.
jes in case u fergot to check yer spam box as well
Please be sure to keep an eye on your spam filter or junk mail folder, as we know from experience that some of those can prevent the email from reaching your inbox. Only contact Support if you have not received the upgrade by Wednesday, September 28.
Ahaaa! raced back to check out my spam/junk box wich had new junk!
And only that junk :poly103:
Thanks a lot for your support guys ! I'm glad to see my work was appreciated
This new updated is definitely a must-have ! I can't think working without dynamesh now
I was apart of the beta as well, and have to honestly say it's the best one yet. If you do not have a copy, you should get one!, as it is awesome:) Here is a link to the page I am on, and a few more shots can be seen in the gallery if you can't figure out what it is that I created:)
How were you able to work with the multple creatures in your main piece? Are the each a single subtool or is the finally a grouping system? I ask because I tried to do something similar for the ZB4 beta last year but but had too many problems trying to manage the scene.
Thanks ScudzAlmighty:) Each were a seperate subtool or created created in it's own file. Then I would tpose the mesh and bring in the base or items in a their low form to pose the item. Delete the low form before bringing the tpose mesh back into the hipoly version. Then in one final file merge all together, and sculpt tweaks as needed, lets just say the final file was getting large, and had more than my fair share of user error issues:) I plan on doing more posing of my creatures though, and work on composition to do 3d prints, just need to find a good company that will do it for me.
Replies
;p
it comes out september 20th, there just isn't a thread for it and i hadn't seen sneak peek 2 posted.
i haven't read much about the dynamesh, does anyone know of it's dynamic tessellation like sculptris or what?
Thanks for the boost tho, much appreciated.
Late to the party http://www.polycount.com/forum/showthread.php?t=88243&highlight=clay+time
Here you go, not really dynamic per say, but hey! Anything to keep my projects in fewer apps, the better.
Also, don't quote me on this, but at the last convention, there were a few hints flying around at the chance of ZB being 64 bit if all goes well.
http://www.zbrushcentral.com/showthread.php?t=160240
see ralusek is psychic
oh my god....OH MY GODD!!!, OHHH MY GODDDDDDDDDDD!!!!!! x.x
...
...
...
I don't know what to say, words cannot describe the abilities of these tools.
EDIT: Still funny to read in the official thread, people 'asking' for an update of the Retopo tools or for a revamp. I'm pretty sure at this point ZB became the ultimate sculpting solution and won't be doing anything else for a LONG while.
Seriously though, that's looking great. I can't wait to get some free form sculpting sessions going. Looks fantastic, but I'm a little leery of the process to get it going, and what the limitations are.
http://youtu.be/c9eGtyqz4gY
All Zbrush needs to do now is to make a retopo tool that works similar to the UV master tool.
Paint in loop guides with one color, general poly flow with another and hit the GO button to remesh.. oh dear god how sweet life would be then.
None of the current retopo tools out today are really intuitive, and take far too long to use if you just want fast and dirty retopoing of a sculpt.. But then, with this new dynamesh stuff, who´s to say its actually needed...
Will be so much fun to see what people get up to when it releases.
I think right now there is such a retopology tool that exists. You should check out 3D Coat. Their latest version 3.5 have a function called AUTOPO which allows you to retopologize your whole mesh in a matter of minutes all in quads. You also have the ability to draw curves on the mesh to define the edge flow on your mesh. It's not perfect and you may have to do some cleanup afterwards but it saves you a lot of time from creating faces one by one or extruding edges to make faces.
But thats still more hastle than I like since it breaks up the creative flow when sculpting.
You have to export the model, go through atleast half an hour of backs and forts and experimentations for getting the edgeloops and flow to where you like it, and then import back into Z
What I´m talking about wanting here, is something as fast as UV master.
Imagine if you could, in symmetry, take a blue color, draw a circle around the eye, around the mouth, around the ear, and around the feet and hands. Then with red, quickly draw in 2 or 3 guide lines on the face, one down the side of the hands if you wanted the topology to "twist" as it goes down and just hit "done" and in seconds be back at sculpting on the new mesh
Final retopoing and UVing could still be done the way it is now, since you want very specific vertex placements and edge flows for what ever you are using the model for in the end.
I dont know, perhaps I´m just dreaming here
Dreaming of a day when we are free of worrying about topology and UV´s throughout the creation process. The less time we have to take to think about technical stuff, the more time we spend being creative.
This version of Zbrush is a big step in that direction in my view. If dynamesh is as flexible as it looks in these videos, it could totally do away with any need to use zSpheres or zSketch. Both of which, while revolutionary time savers in their own right, can be a total pain in the n-gon sometimes.
Gusti what you are talking is beyond what any retopology or digital sculpting app can do these days. Maybe within the next 5 to 10 years we could see such advancements where you don't have to deal with any technical aspects of the program but until then we as digital artist will have to deal with them.
I remember 5 or 6 years ago when I started getting into 3D I did not know anything about Zbrush or know little about other 3D apps like 3DS Max, Softimage, Modo, and a few others. Back then everything was more technical and go back even 10 or 15 years then it gets even more technical. I started 3D at a time when Zbrush was starting to get well known and there was no retopology tools that had even existed at the time. Everything I had to do was both tedious and mundane. I am not complaining about how much technical stuff you have to know nowadays because all the wonderful apps that is being used today is like 10 time better than in the past and I am grateful that we have these wonderful apps today because it make our life easier than before.
Zbrush surely has revolutionized the game and movie industry and will continue to do so in the future. I too am excited about the dynamesh feature that Zbrush 4 R2 is offering and it looks like you won't have to go through too many technical steps in order to sculpt something out of nothing. This version is surely a first step of what's to come. I'll take what I can now and work with it and leave the rest for the future.
I like the topology tool the way it is right now, they just gotta update it so you can actually move the verts accordingly. For me the only problem is that, when I am using the rigging tool, I can move some points but not all of them. Or maybe i am doing something wrong. =\
Oh I know such a thing is not available today, but people come up with the craziest of stuff all the time that we thought we wouldn´t see for a long while, so I´m allowed to dream
Oh and I know the tech side of 3D all too well, I started modeling on my Amiga 500 using the first Lightwave version that was not tied to the VideoToaster. I believe it was version 1.4, then moved to 3D studio 2 when I bought a PC Pentium 90 :P Things today are a cakewalk compared to then when it comes to speed and ease of use :thumbup:
But they can always get better
I mean the fact alone that still MANY retopo tools done allow 'real' symmetry vertex repositioning and don't have any real 'extrude' or bevel tools, drive me insane.
3DC is one the right track, but inorder to make it fully automatic, one has to code in presets, hands universally follow certain patterns, as do faces and other parts of the human body, if one coded in presets for say a hand, all the artist would have to do is simply stroke in the lines and let the machine do the rest of the calculations.
Doesn't matter if you have 2, 3, 4 or 5 fingers on your models hands, it will still work under the same basic idea, and once the base retopo is done with the correct loops, you can tweak it and call it a day.
Want an auto-retopo solution of hard surface models? Using Convexity and Cavity calculations, you can very easily the program automatically detect compressed or hard edges.
Having a hard time doing ears? Line in the major structures and valleys of the ears, voila, presto done.
I'm not going to say it's easy to create such a tool, but the solution is very possible, just strange no one still jumped on it.
for people that haven't really seen 3d coat's, its more optimized for higher poly work, but you basically import a high poly mesh, paint in areas that you want a higher density detail (face, hands, spikes?, etc), then draw like 10 loops for the major edge loops, and that's it.
woke up this morning myself and rushed to my e-mail inbox to no happiness ,
It's supposed to be crazy volume for them to deal with:
So I am going to try and brainwash myself with dynamesh amnesia.
As painful as the wait is now that it's being distributed. Free upgrades like this make me happy I commited to Zbrush.
Checked the draster website... No mention of a zswitcher update. Hoping my navigation solution works on day 1.
It can happen that you have to wait for a week to get your email.If they send every customer their email on the same time, their mail server will either crash or/and most likely they will land on many spam filters which is not a good thing
Just be patient
Thats the fastest way to do this instead of emailing one customer at a time. lol man I can just imagine the customer service rep going crazy doing that. xD
Not really, all you need to have is the database with all the customer emails/ID, blah blah, blah.
Set up (even through a simple python script that has access to your servers) auto-sender to periodically, every couple of minutes, send an email to an account under the last account.
There are many 'scripts' for such things even for Firefox as extensions, especially useful for sites that Time-Out on you, if you browse and download too many stuff from their galleries, or change too many pages quickly, so I would say, Pixo is doing the right thing.
http://www.zbrushcentral.com/showthread.php?161219-Z4R2-Dynamesh-Beyond-the-Polygon-Barrier&p=892912#post892912
their site is taking a dump atm though. Anyone lucky enough to get their upgrade info already?
Ahaaa! raced back to check out my spam/junk box wich had new junk!
And only that junk :poly103:
http://www.zbrushcentral.com/zbc-ZBrush4R2-gallery.php
this Noisemaker stuff with curve control and alpha is very VERY interesting
This new updated is definitely a must-have ! I can't think working without dynamesh now
Ahaha, It looks like you think I was someone else because I didn't put any music in my video
But I take the compliments anyway :poly136:
My bad! My comment still stands, really awesome stuff, and thanks for the tutorials!
Now if only I had the time to actually play around with the new things...
Spark
http://www.pixologic.com/zbrush/features/zbrush4r2/features/
How were you able to work with the multple creatures in your main piece? Are the each a single subtool or is the finally a grouping system? I ask because I tried to do something similar for the ZB4 beta last year but but had too many problems trying to manage the scene.
Spark
So excited.