View Full Version : Zb3 Osx
AVTPro 09-24-2008, 10:31 AM http://www.zbrushcentral.com/zbc/showthread.php?t=62482
Ain't that good news. :)
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monday1313
09-24-2008, 04:04 PM
AWESOME! thanks for posting this...
AVTPro
09-26-2008, 09:48 PM
ZBrush/MudBox/BP clone with a simpler interface and better price.
The retop tools looks hot.
http://www.3d-coat.com/index.html
Veehoy
09-26-2008, 09:54 PM
The volumetric sculpting looks even hotter :surprised
http://3d-brush-dev.blogspot.com/
atdesign
09-26-2008, 10:10 PM
http://www.zbrushcentral.com/zbc/showthread.php?t=62482
Ain't that good news. :)
Very good news, I'm refreshing my ZBrush skills now.
AVTPro
10-04-2008, 12:48 AM
Very good news, I'm refreshing my ZBrush skills now.
I think you will appreciate the pose without rig tools :)
atdesign
10-04-2008, 12:59 AM
I think you will appreciate the pose without rig tools :)
I was just playing with Zspheres last night. Now if they just will cough up that download link I'll be all set, still waiting.
Did you get yours?
ediris
10-04-2008, 08:01 AM
The Mac Trial link still non existent.
Anybody has tried to morph between shapes created in Zbrush?
From yhe poly paint video tutorial i can see how easy is to get your obj exported with textures. The instructor didnt create any UV and he exported the textures creted in Zbrush with Zbrushes didnt get it . But as soon as the Mactrial is aailable i will download this big upgrade.
monday1313
10-04-2008, 08:28 PM
there's a free app called UVMapper for OSX. i'm afraid i don't have the link but it's a great UV generator for any model really...you may consider exporting a base mesh, adding uv's in that and then re-importing into zbrush. it's easier to edit the UV's in that instead of zbrush...atleast for me. i don't use zbrush enough right now to get comfortable with their UV editing, althou i think i'm gonna have to start with EIAS getting some CA momentum going...
AVTPro
10-10-2008, 02:36 AM
I didn't know ZB3 OSX had UV editing. I know ZB2 doesn't. I never got the hang of UVs in UVMapper. Maya for easier for me to learn. Go Figure.
monday1313
10-10-2008, 03:09 AM
well, editing may be a stretch, i guess i should say change the style of UV's, you can't actually move the UV points or anything like that...
i'm still somewhat new to UV's, so i get confused easily...
:) :blush:
AVTPro
10-10-2008, 03:15 AM
No Sweat.
So you can edit points in UVM? Maybe I will give it another whirl.
monday1313
10-10-2008, 02:08 PM
UVM isn't as good as silo for vertex by vertex editing, but you can add uvs in it with more options than silo. as for maya, i have no experience in that at all.
Reuben5150
10-10-2008, 08:01 PM
One of the great things about zbrush is that you really don't need to deal with uv's, a single click you can auto map with great results using AUVtiles or one other type i forget... but the editing process is not needed.
Reuben
monday1313
10-10-2008, 08:12 PM
yep, provided you don't want to tweak the textures further in photoshop...
AVTPro
10-18-2008, 12:42 PM
yep, provided you don't want to tweak the textures further in photoshop...
This is a very important consideration when creating textures with my characters. ZB AUV and GUV maps aren't visually editable. This fact alone strip away a lot of artistic control over texture making. Maps are commonly edited if not altogether created in Photoshop for many aritist reason. Generally, standard UV unwrap takes precedence over other mapping options in ZB. More over, a side benefit of using standard unwrapped UVs is there's usually only one specific seam for the UVs shell which can be hidden. Effectively, splits and seams in displacement map rendering become a nominal concern. This is one reason why I have been using ZB in CA production. Often I just ZB to mark out the texture interacttively the surface of the model in 3D then rebuild the texture in a flat paint app.
AUV, GUV or UnWraps are of course a choice of the artist and the demands of their projects. However, some of the character I have done need unwrap UVs for other surface description operations like fur.
Here's an example where pelimenary interactive paint in ZB was pivotal of the fur description. Though the character was going to be covered with fur, I wanted more control variety in the strands. I used ZB to generate a speckled color map then fed the map into the fur color. Placer Deposit in EI was also instrument for the final look of the quills.
http://i47.photobucket.com/albums/f190/AVTPro/Picture24.png?t=1224334320
http://i47.photobucket.com/albums/f190/AVTPro/quills.png
One thing I didn't realize is UVs for humans and animal are different, I wouldn't do this layout the same.
http://i47.photobucket.com/albums/f190/AVTPro/Picture25-1.png
It worked fine for the character and project.
http://i47.photobucket.com/albums/f190/AVTPro/render.jpg
http://i47.photobucket.com/albums/f190/AVTPro/Picture18.png
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