Wonder if it's bugged, I didn't use any curve meshes in my tool and when it turns blue it still pulls off the regular tool.
Any word on this I've got the same thing going on with one of my meshes. There's just a spot on the mesh with no indicators where the brush turns from red to pale blue. The pale blue area has different draw size, focal shift and lazy mouse setting which can be altered with hotkeys.
It's a weird one. I can't see any reason why that particular patch of polygons is any different to the rest of the model.
I managed to figure it out, apparently there WAS a curve in my mesh. You can't see it unless you have a curve brush selected but the brush size/color still flips when you mouseover it and you can't actually edit/change the curve... really stupid. Anyway go up to the stroke menu and under the Curve Mode there's a big button called delete, just press it and it should disappear (if that doesn't work, pick a curve brush so that the curve is visible and try to delete it again.)
Has anyone else noticed that the dynamesh resolution slider doesn't appear to do anything after 100? I needed more resolution on my mesh and the only way I was able to solve this was to simply keep scaling the model up before remeshing...
I managed to figure it out, apparently there WAS a curve in my mesh. You can't see it unless you have a curve brush selected but the brush size/color still flips when you mouseover it and you can't actually edit/change the curve... really stupid. Anyway go up to the stroke menu and under the Curve Mode there's a big button called delete, just press it and it should disappear (if that doesn't work, pick a curve brush so that the curve is visible and try to delete it again.)
Has anyone else noticed that the dynamesh resolution slider doesn't appear to do anything after 100? I needed more resolution on my mesh and the only way I was able to solve this was to simply keep scaling the model up before remeshing...
Question about the resolution:
Are you just upping your res and trying to remesh? or are you making changes to the mesh before you change resolution and remesh? I've noticed that if you update the resolution without actually making any changes, it wont change the resolution. But once you do anything to the mesh, it will update to the correct resolution.
I managed to figure it out, apparently there WAS a curve in my mesh. You can't see it unless you have a curve brush selected but the brush size/color still flips when you mouseover it and you can't actually edit/change the curve... really stupid. Anyway go up to the stroke menu and under the Curve Mode there's a big button called delete, just press it and it should disappear (if that doesn't work, pick a curve brush so that the curve is visible and try to delete it again.)
Has anyone else noticed that the dynamesh resolution slider doesn't appear to do anything after 100? I needed more resolution on my mesh and the only way I was able to solve this was to simply keep scaling the model up before remeshing...
Are you just upping your res and trying to remesh? or are you making changes to the mesh before you change resolution and remesh? I've noticed that if you update the resolution without actually making any changes, it wont change the resolution. But once you do anything to the mesh, it will update to the correct resolution.
Yeah I noticed that early on but I am making changes to the mesh and then remeshing. The resolution density changes when I go down sub 100, but once I go above 100 there's no discernable difference.
Yeah I noticed that early on but I am making changes to the mesh and then remeshing. The resolution density changes when I go down sub 100, but once I go above 100 there's no discernable difference.
They're in the ZBrushes/Smooth folder in your x86/Pixologic/Zbrush 4r2/ directory.
i was having some issues with resolution this afternoon and discovered that the size/scale of your model has a huge effect on how high/low poly your mesh can be pushed.
you could try adjusting the size of your subtool with the 'size' option in the deformation palette and see if it behaves and differently when you re-dynamesh it.
Looks like there is a bug with loading 16bit psd's. Load them up and it's just a blank alpha....works fine in zb4 though.
Regarding dynamesh, I could only get the mesh to go up to about 700,000 odd polys. But felt that it was adequate to get a nice base to work from anyway.
I can't believe the bug with Lightbox popping up every time you start zBrush is still there. They've had an option under Preferences\Lightbox to disable it, but it never worked...
I can't believe the bug with Lightbox popping up every time you start zBrush is still there. They've had an option under Preferences\Lightbox to disable it, but it never worked...
Really? Didn't try to disable it yet, but darn it...
Does the old 'hack' method work?
1. Locate the DefaultZScript.txt file in the ZBrush 4.0\ZScripts folder.
2. Open the file in Notepad.
3. Edit the file so it looks like this:
Code:
//startup [If,[MemGetSize,Startup_Mem],, [MVarDef,Startup_Mem,1,0] [IPress,Preferences:Lightbox:Lightbox] ] [pd]
4. Save the file.
5. Restart ZBrush.
Lightbox will probably appear briefly but will not stay open. You can open it any time by using the comma (,) key.
That old hack does seem to work. But even in the previous version, it never worked for me 100%. Every now and then I'll still see Lightbox when I start ZB.
It just saddens me cause it seems like Pixologic are going in the same route that Autodesk does with 3dsmax. Every release they add new features, some of which are of dubious importance, and stuff that's broken and annoying goes unfixed for a really long time, if ever.
Increasing the scale does help but I mean, it seems hackish to keep increasing the size of my model because the slider does jack all after 100+. I agree that it's nice for base meshing but I was kind of under the impression this would be a freeform non-commitive way to sculpt but it seems like in order to get any real detail out of a model you have to commit to a shape and subdivide it down.
Anyway I just want to say so far the best thing about R2 to me is that they got rid of that obnoxious alt+double click = frame hotkey.
I haven't got much to work right so far. I'm still just using brushes, and good ol' sculpting techniques. I REALLY wanted to be able to pull details out of my mesh, and design while I'm sculpting. Maybe I'm just not getting how that's done without raping my model.
For ME so far, it's a whole lot of nothing. Here's hoping I find something a little more worth while in it. And that ALT click = frame thing was something I used all the time. So I miss it
I always pressed F to Zoom Focus my mesh and reported a bug about the Space Bar tools being broken and needed fixing, so I guess I screwed certain things with my bug reports, sowwy! They were working before from what I gathered.
However, I'm still surprised people are, for a lack of better terms, mishandling dMesh vs. what the original concept was.
dMesh is all about creating the basic forms of your mesh, silhouette and large/medium scale details so that they're equally divided. Using the Pinch tools to creating the basic hard forms of you model which will be hard, so they don't stretch.
It never was meant to create game ready topology, riggable topology, or even small scale detail, they didn't even mention that in any of the videos. They also explained on how if you want more detail, bump up your count from 64/128 to 256+ if you so desire, but again, that was not the true purpose of dMesh.
Once those 'basics' are done, you go the usual route of making it into a mesh, and dividing it manually and polishing up the details.
Let me put it this way, if you make a Gun, and have a part of your mesh that needs to have a hard pinched surface, you do this in dMesh, and then go to the old way of sculpting, the benefit is that you won't get anymore of that 'distorted' look on your model, and you have proper face tension.
Plus, having access to the old school tools in dMesh too, like groups, and being able to polish them via the panel en mass, really cuts down on grind work.
As always, you can mask and divide your model, if you require more detail some place, and you didn't get enough from dMesh later on. It's all about the freeflow and making an equally quaded mesh without distortion on it's basic form.
Lastly, I'm not sure, but I think you can 'change' the lower division levels. If you're sculpting your mesh old school style, and suddenly need to make a massive change, I think you can go down a couple of levels, 'freeze' your division, make the silhouette changes, and then go back and reproject the old details. I'm not sure how this works exactly, since we're still lacking tuto's, but I think it's possible.
Plus, noise maker, I'm pretty sure some pillocks at Bioware are happy with noise maker.
Lastly, I'm not sure, but I think you can 'change' the lower division levels. If you're sculpting your mesh old school style, and suddenly need to make a massive change, I think you can go down a couple of levels, 'freeze' your division, make the silhouette changes, and then go back and reproject the old details. I'm not sure how this works exactly, since we're still lacking tuto's, but I think it's possible.
Yeah, if you look in Geometry, there's a toggle called Freeze Subdivision Levels. It basically "collapses" your tool into one subdiv level. Reason I put that in quotes is because it's only temporary. Then you can go into Dynamesh and do whatever with it. Change the shit out of it. Then when you toggle it off, it makes your new tool be the subdiv-lvl-1 of your old tool, and projects the detail from the higher levels onto it, masking the old stuff.
So it's basically GoZ, only staying within zBrush.
Personally, I just played with it a bit and got some real nasty results. And if you consider that by their own design it's basically GoZ, then why not just use that? GoZ is really powerful and what you get is a clean mesh. Dynamesh has tris all over the place.
Dynamesh as a whole seems very messy to me. The only thing I'll be using it for is for speedsculpts, maybe for mini-competitions, and maybe as a way to do some thumbnails.
I figured I was missing something. I don't have the time I wish I did to experiment with this thing right now. Just gotta go with the old workflow for now. Dynamech isn't making sense right now, and I don't have a project to use on it that will really help me understand it.
Gonna look into claytime though, and see what that's about. Haven't touched it at all yet. That looks interesting, and like something I'd be able to use a little more easily.
Bigjohn, dynamesh doesn't generate any triangles at all.
I think it's a great addition, and you can actually go pretty far into detailing before committing to a shape, for example the default example sphere is 2.6 million points when at a 1024 dynamesh resolution, that's plenty of points to do some pretty detailed pieces (of course this changes once the bounding box of your shape grows etc, but still).
I couldn't imagine going back to not having it already myself.
I did not have a lot of time to play with it but so far I love it. For first time a 3d application gives the possibility to freely concept out things as it says in some of the posted videos. I did not know what was I doing but after only few minutes i had shapes in front of me. This feels like a brand new package to me and it is opening so many doors. Regarding how good is it for your final sculpting mesh I am not sure yet but I will definitely try to incorporate it in my workflow.
So it's basically GoZ, only staying within zBrush.
Wait, I thought GoZ was simply exporting your model to another package via optimized alogathrims to not crash your programs, with say a 4 million poly OBJ in Max, or was I mistaken?
Dynamesh as a whole seems very messy to me. The only thing I'll be using it for is for speedsculpts, maybe for mini-competitions, and maybe as a way to do some thumbnails.
DING DING DING DING! We have a winner! That's exactly what dMesh is for, concepting out your shape, not detailing it. Having a base to work on without constricting yourself to technicalities on the lower levels.
The only short coming of dMesh is the low polycount limitation, which so far seems to be 6.5 millions polies. Hopefully, with v5 around the long corridor, with x64 poweress, we can go much further then that, and get in some small details in the future.
Indeed, I stand corrected, there are plenty of triangles, sorry.
But yeah, it's never been much of a problem for me.
And what he meant with GoZ, is that you can reimport your model after having changed the topology in another app, and Zbrush will reproject the details onto the new topology, exactly like that new dynamesh workflow.
Pfft, lucky you guys, whenever I use GoZ, my mesh isn't in the correct position for me to reproject my details. Didn't try it in R2, but for me, dMesh solved all of my "Oh God, Oh Lordy, Oh Jesus, my mesh is flipped on the Z axis and rotated by 45* and I can't continue sculpting, so I have to export in a certain way and hope for the best in baking it".
DING DING DING DING! We have a winner! That's exactly what dMesh is for, concepting out your shape, not detailing it. Having a base to work on without constricting yourself to technicalities on the lower levels.
The only short coming of dMesh is the low polycount limitation, which so far seems to be 6.5 millions polies. Hopefully, with v5 around the long corridor, with x64 poweress, we can go much further then that, and get in some small details in the future.
6.5 mil quads per sub tool, or 6.5 mil quads in general. You can break it down in to parts, work them out.
This conversation is soo making me want to update my zbrush before I submit my comicon. >.<
The only time I use Go Zbrush function is when I want to work in Maya and I am too lazy to go through 2-3 step process of exporting out pieces.
Now that you are bringing that up Ace - it happens to me too and I have no idea why is it doing it and when- sometimes it works just fine but most of the time it is messed up.
Also I dont believe they did anything new on GoZ
Since we are talking about GoZ sometimes it only exports one subtool even if i hit "ALL" does anybody here experience this? I posted on zbrush central but did not get much help.
Now that you are bringing that up Ace - it happens to me too and I have no idea why is it doing it and when- sometimes it works just fine but most of the time it is messed up.
Also I dont believe they did anything new on GoZ
Since we are talking about GoZ sometimes it only exports one subtool even if i hit "ALL" does anybody here experience this? I posted on zbrush central but did not get much help.
This is happening to me too, so either you merge down, or you click Goz several times. I cant do merge all and all export all.
And breaking down is a good idea, but not if the model requires to be organic and 'seamless' for a lack of better terms. A good system can average around 10M polies while still being able to work on your model without too much issues (just hide parts of your models you don't want to work on, it speeds up the response time in ZB).
Just find that magic number of polies (2.5m or 0.625m) and you should reach 10M no problem, having even polies cover that will serve well in both sculpting and painting. So Win-Win for dMesh for me.
Now that you are bringing that up Ace - it happens to me too and I have no idea why is it doing it and when- sometimes it works just fine but most of the time it is messed up.
Also I dont believe they did anything new on GoZ
Since we are talking about GoZ sometimes it only exports one subtool even if i hit "ALL" does anybody here experience this? I posted on zbrush central but did not get much help.
No, they didn't touch GoZ in a long time. Last update included Photoshop support, but...less said, the better.
Also, in Z4, they had this nasty bug where the flip and flops of export in Preference > Import/Export would reset every time you started up ZB, or change midway through sculpting if you had a complicated custom UI. It's annoying, especially when I need to use Xnormal for Baking and after a new session, I find out my originally setting have changed.
And yeah, it's weird, I found out that for some reason (in my case) I need to have a clean scene in Max, and when I click 'send' in ZB, I must stay on ZB till the process finishes. Once ZB is responsive again, I can go to Max. Apparently, tabbing to another package while this is going cancels and crash's the process, so I have to close both Max and ZB and start again for it to work.
The most reliable 'GoZ' functions currently are the ones for Sculptris and Blender or use Norman3D's Max GoZ script.
Also, a little tip, if you're using a certain package, I would suggest you guys (for example in Max) to export a 2x2m cube or sphere to ZB and use that as your 'subtool' to keep everything in proportion and locked down from moving around. I don't know why, but a good 92,63% of the time, this solves any issues I have with size and position...and yes, keep it as subtool in your file.
Bigjohn, dynamesh doesn't generate any triangles at all.
Yeah it does. Not only that, it uses quite a bit of diamond-shaped quads too. Those are almost worse, cause you're getting 4 pole vertices. Which means a boatload of pinching. It's very messy, and it shows real fast when you're trying to smooth things out.
See my attachment for an example.
(BTW, how the hell do you show an attachment as an image in a post on Polycount? Can't figure it out)
That said, I don't think it's that bad. You can easily overcome the pinching as long as you can settle for something a bit more messy. It's perfect for concept sculpts, or speedsculpts just for fun. But I wouldn't use it in production.
Wait, I thought GoZ was simply exporting your model to another package via optimized alogathrims to not crash your programs, with say a 4 million poly OBJ in Max, or was I mistaken?
Or do you mean Sculptris > dMesh?
The main advantage of GoZ is that it masks off the areas you didn't touch. So this means that I can use it to say remove a finger, or better yet, add a finger, or a whole arm quite easily.
You can kinda do the same thing now with Dynamesh. Say you're doing a sculpt of some creature. Then decide that it needs horns. You can either use GoZ to add the horns in Max, or drop down to Dynamesh and add it that way.
But like I said, the Dynamesh solution seems very off to me. And since I have Max at my disposal, I'd much rather use GoZ.
DO NOT uninstall 4.0 before installing R2, it's repeated like 6 times in the install e-mail and setup file. Though it installs as a seperate version where you can still use 4.0 for whatever reason.
it didn't say anywhere not to uninstall AFTER installing/upgrading... but why have one version when you could have 2??? (actually i haven't even uninstalled my beta version of 4.0 yet, so there Ace
I've been putting R2 through its paces for about the last week, and am really impressed. Part of that could be because I never delved into the hard surface tools till now, so other then using a few newer brushs been treating ZB like it was still version 3.1.
Speaking of new features, anyone know how when editing curves to keep zbrush from re-defining the last editied point at the start/end? It makes editing tapered curves sort of a pain because the falloff direction keeps changing.
BigJohn: you can smooth out pinched areas in zbrush via the alternative smooth (shift+lmb release shift and continue dragging).
I am not sure if it'll work. You can just export the selected objects and save them as obj. Than import one object and append rest of the objects with it. If you get it working like really get it working, making the shelf and a button within xsi for zbrush and all. Do let us know. It didnt really work for me.
Officially, they are not going to implement GOZ Softimage XSI in any upgrades. =\
EDIT: Can we start sharing the stuff we made quickly in zbrush 4 r 2?
I am not sure if it'll work. You can just export the selected objects and save them as obj. Than import one object and append rest of the objects with it. If you get it working like really get it working, making the shelf and a button within xsi for zbrush and all. Do let us know. It didnt really work for me.
Officially, they are not going to implement GOZ Softimage XSI in any upgrades. =\
EDIT: Can we start sharing the stuff we made quickly in zbrush 4 r 2?
Replies
http://www.zbrushcentral.com/showthread.php?160733-ZBrush-4R2-Troubleshooting-FAQ
If anyone of you is having issues in downloading said script, I uploaded to Mediafire.
http://www.mediafire.com/?0cdzyuatby61ex9
Why do you mean? Like subtools? Did you try save as ZTool instead of file?
Thanks for this had alot of fun yesterday setting everything up only to find most of vanish.
It's a weird one. I can't see any reason why that particular patch of polygons is any different to the rest of the model.
Has anyone else noticed that the dynamesh resolution slider doesn't appear to do anything after 100? I needed more resolution on my mesh and the only way I was able to solve this was to simply keep scaling the model up before remeshing...
Question about the resolution:
Are you just upping your res and trying to remesh? or are you making changes to the mesh before you change resolution and remesh? I've noticed that if you update the resolution without actually making any changes, it wont change the resolution. But once you do anything to the mesh, it will update to the correct resolution.
Ah, that fixed the problem. Cheers.
They're in the ZBrushes/Smooth folder in your x86/Pixologic/Zbrush 4r2/ directory.
They should be ready for quick access in Lightbox. Smooth folder IIRC.
i was having some issues with resolution this afternoon and discovered that the size/scale of your model has a huge effect on how high/low poly your mesh can be pushed.
you could try adjusting the size of your subtool with the 'size' option in the deformation palette and see if it behaves and differently when you re-dynamesh it.
Regarding dynamesh, I could only get the mesh to go up to about 700,000 odd polys. But felt that it was adequate to get a nice base to work from anyway.
Really? Didn't try to disable it yet, but darn it...
Does the old 'hack' method work?
Small update:
http://www.zbrushcentral.com/showthread.php?161537-ZBrush-4R2-ZClassroom-Movies.-Update-3&p=895791&viewfull=1#post895791
It just saddens me cause it seems like Pixologic are going in the same route that Autodesk does with 3dsmax. Every release they add new features, some of which are of dubious importance, and stuff that's broken and annoying goes unfixed for a really long time, if ever.
Anyway I just want to say so far the best thing about R2 to me is that they got rid of that obnoxious alt+double click = frame hotkey.
For ME so far, it's a whole lot of nothing. Here's hoping I find something a little more worth while in it. And that ALT click = frame thing was something I used all the time. So I miss it
However, I'm still surprised people are, for a lack of better terms, mishandling dMesh vs. what the original concept was.
dMesh is all about creating the basic forms of your mesh, silhouette and large/medium scale details so that they're equally divided. Using the Pinch tools to creating the basic hard forms of you model which will be hard, so they don't stretch.
It never was meant to create game ready topology, riggable topology, or even small scale detail, they didn't even mention that in any of the videos. They also explained on how if you want more detail, bump up your count from 64/128 to 256+ if you so desire, but again, that was not the true purpose of dMesh.
Once those 'basics' are done, you go the usual route of making it into a mesh, and dividing it manually and polishing up the details.
Let me put it this way, if you make a Gun, and have a part of your mesh that needs to have a hard pinched surface, you do this in dMesh, and then go to the old way of sculpting, the benefit is that you won't get anymore of that 'distorted' look on your model, and you have proper face tension.
Plus, having access to the old school tools in dMesh too, like groups, and being able to polish them via the panel en mass, really cuts down on grind work.
As always, you can mask and divide your model, if you require more detail some place, and you didn't get enough from dMesh later on. It's all about the freeflow and making an equally quaded mesh without distortion on it's basic form.
Lastly, I'm not sure, but I think you can 'change' the lower division levels. If you're sculpting your mesh old school style, and suddenly need to make a massive change, I think you can go down a couple of levels, 'freeze' your division, make the silhouette changes, and then go back and reproject the old details. I'm not sure how this works exactly, since we're still lacking tuto's, but I think it's possible.
Plus, noise maker, I'm pretty sure some pillocks at Bioware are happy with noise maker.
Yeah, if you look in Geometry, there's a toggle called Freeze Subdivision Levels. It basically "collapses" your tool into one subdiv level. Reason I put that in quotes is because it's only temporary. Then you can go into Dynamesh and do whatever with it. Change the shit out of it. Then when you toggle it off, it makes your new tool be the subdiv-lvl-1 of your old tool, and projects the detail from the higher levels onto it, masking the old stuff.
So it's basically GoZ, only staying within zBrush.
Personally, I just played with it a bit and got some real nasty results. And if you consider that by their own design it's basically GoZ, then why not just use that? GoZ is really powerful and what you get is a clean mesh. Dynamesh has tris all over the place.
Dynamesh as a whole seems very messy to me. The only thing I'll be using it for is for speedsculpts, maybe for mini-competitions, and maybe as a way to do some thumbnails.
Gonna look into claytime though, and see what that's about. Haven't touched it at all yet. That looks interesting, and like something I'd be able to use a little more easily.
I think it's a great addition, and you can actually go pretty far into detailing before committing to a shape, for example the default example sphere is 2.6 million points when at a 1024 dynamesh resolution, that's plenty of points to do some pretty detailed pieces (of course this changes once the bounding box of your shape grows etc, but still).
I couldn't imagine going back to not having it already myself.
Wait, I thought GoZ was simply exporting your model to another package via optimized alogathrims to not crash your programs, with say a 4 million poly OBJ in Max, or was I mistaken?
Or do you mean Sculptris > dMesh?
DING DING DING DING! We have a winner! That's exactly what dMesh is for, concepting out your shape, not detailing it. Having a base to work on without constricting yourself to technicalities on the lower levels.
The only short coming of dMesh is the low polycount limitation, which so far seems to be 6.5 millions polies. Hopefully, with v5 around the long corridor, with x64 poweress, we can go much further then that, and get in some small details in the future.
Are you sure? I frequently check the Frame of my mesh, and see triangle in many locations, especially on the starting sphere on the four pinch edges.
Although it's not an issue, since they're all 'equal' in size, so a smooth brush doesn't pinch it out.
But yeah, it's never been much of a problem for me.
And what he meant with GoZ, is that you can reimport your model after having changed the topology in another app, and Zbrush will reproject the details onto the new topology, exactly like that new dynamesh workflow.
6.5 mil quads per sub tool, or 6.5 mil quads in general. You can break it down in to parts, work them out.
This conversation is soo making me want to update my zbrush before I submit my comicon. >.<
The only time I use Go Zbrush function is when I want to work in Maya and I am too lazy to go through 2-3 step process of exporting out pieces.
Also I dont believe they did anything new on GoZ
Since we are talking about GoZ sometimes it only exports one subtool even if i hit "ALL" does anybody here experience this? I posted on zbrush central but did not get much help.
This is happening to me too, so either you merge down, or you click Goz several times. I cant do merge all and all export all.
And breaking down is a good idea, but not if the model requires to be organic and 'seamless' for a lack of better terms. A good system can average around 10M polies while still being able to work on your model without too much issues (just hide parts of your models you don't want to work on, it speeds up the response time in ZB).
Just find that magic number of polies (2.5m or 0.625m) and you should reach 10M no problem, having even polies cover that will serve well in both sculpting and painting. So Win-Win for dMesh for me.
No, they didn't touch GoZ in a long time. Last update included Photoshop support, but...less said, the better.
Also, in Z4, they had this nasty bug where the flip and flops of export in Preference > Import/Export would reset every time you started up ZB, or change midway through sculpting if you had a complicated custom UI. It's annoying, especially when I need to use Xnormal for Baking and after a new session, I find out my originally setting have changed.
And yeah, it's weird, I found out that for some reason (in my case) I need to have a clean scene in Max, and when I click 'send' in ZB, I must stay on ZB till the process finishes. Once ZB is responsive again, I can go to Max. Apparently, tabbing to another package while this is going cancels and crash's the process, so I have to close both Max and ZB and start again for it to work.
The most reliable 'GoZ' functions currently are the ones for Sculptris and Blender or use Norman3D's Max GoZ script.
Also, a little tip, if you're using a certain package, I would suggest you guys (for example in Max) to export a 2x2m cube or sphere to ZB and use that as your 'subtool' to keep everything in proportion and locked down from moving around. I don't know why, but a good 92,63% of the time, this solves any issues I have with size and position...and yes, keep it as subtool in your file.
Yeah it does. Not only that, it uses quite a bit of diamond-shaped quads too. Those are almost worse, cause you're getting 4 pole vertices. Which means a boatload of pinching. It's very messy, and it shows real fast when you're trying to smooth things out.
See my attachment for an example.
(BTW, how the hell do you show an attachment as an image in a post on Polycount? Can't figure it out)
That said, I don't think it's that bad. You can easily overcome the pinching as long as you can settle for something a bit more messy. It's perfect for concept sculpts, or speedsculpts just for fun. But I wouldn't use it in production.
The main advantage of GoZ is that it masks off the areas you didn't touch. So this means that I can use it to say remove a finger, or better yet, add a finger, or a whole arm quite easily.
You can kinda do the same thing now with Dynamesh. Say you're doing a sculpt of some creature. Then decide that it needs horns. You can either use GoZ to add the horns in Max, or drop down to Dynamesh and add it that way.
But like I said, the Dynamesh solution seems very off to me. And since I have Max at my disposal, I'd much rather use GoZ.
Anyways, I have a very noob question to you guys. Did you uninstall the Zbrush 4.0 after installation of Zbrush 4.0 Release 2?
IMGUR
Interesting. =\
Speaking of new features, anyone know how when editing curves to keep zbrush from re-defining the last editied point at the start/end? It makes editing tapered curves sort of a pain because the falloff direction keeps changing.
BigJohn: you can smooth out pinched areas in zbrush via the alternative smooth (shift+lmb release shift and continue dragging).
I am not sure if it'll work. You can just export the selected objects and save them as obj. Than import one object and append rest of the objects with it. If you get it working like really get it working, making the shelf and a button within xsi for zbrush and all. Do let us know. It didnt really work for me.
Officially, they are not going to implement GOZ Softimage XSI in any upgrades. =\
EDIT: Can we start sharing the stuff we made quickly in zbrush 4 r 2?
i dynameshed this alien overlord dude today and I'm very desperate for heeps of un-construtive praise
Isn't working for me either.
I was having that issue with certain file types, I forget which. I ended up just resaving them out as jpegs (yeah, I know) and then they worked fine.
Btw, dynamesh wins.