CGTalk > Main Forums > News
Login register
reply share thread « Previous Thread | Next Thread »
 
Thread Tools Search this Thread Display Modes
Old 06-28-2013, 08:23 AM   #31
sentry66
Expert
 
sentry66's Avatar
portfolio
node crazy
USA
 
Join Date: May 2008
Posts: 2,007
i love the free updates and great new features, but I really want 64 bit already. I will pay for 64 bit just to not have to do all these work-arounds to keep zbrush from crashing when it has to deal with huge polys on a single object.
 
Old 06-28-2013, 10:37 AM   #32
AJ
Totoro
 
AJ's Avatar
CGTalk Forum Leader
portfolio
Alex Jefferies
Director
MDI Digital Ltd
Norwich, United Kingdom
 
Join Date: Dec 2001
Posts: 4,961
Quote:
Originally Posted by sentry66
i love the free updates and great new features, but I really want 64 bit already. I will pay for 64 bit just to not have to do all these work-arounds to keep zbrush from crashing when it has to deal with huge polys on a single object.
I realise that everyone's working methods and approaches are different but what sort of polycounts are you dealing with that floor the current versions of ZB?
__________________
SKETCHBOOK
MDI
moonjam.com
 
Old 06-28-2013, 03:52 PM   #33
WyattHarris
Daddy x 4
 
WyattHarris's Avatar
CGSociety Member
portfolio
Wyatt Harris
WyattHarris.com
Baton Rouge, USA
 
Join Date: Aug 2004
Posts: 5,710
Quote:
Originally Posted by DutchDimension
How are people finding ZRemesher compared to 3D-Coat’s auto-retopo? Better results straight out of the box on organic models?
I haven't used the latest version of 3DCoat but ZRemesher is much faster and produces similar if not better results than the previous version I used.
__________________
HMC: Model Collection
WIP: Harris Nut House
WIP: WarCraft Troll
wyattharris.com Dig it!
 
Old 06-28-2013, 04:19 PM   #34
Dillster
Always Learning
 
Dillster's Avatar
portfolio
Dylan Saunders
Student
Still in college
Dublin, Ireland
 
Join Date: Jan 2011
Posts: 2,598
Quote:
Originally Posted by AJ
I realise that everyone's working methods and approaches are different but what sort of polycounts are you dealing with that floor the current versions of ZB?


As low as you want really. Just think decimation master quality and it will give you an idea of how low you can go and still have a mesh in very good order.
__________________
I like to learn.
 
Old 06-28-2013, 05:12 PM   #35
sentry66
Expert
 
sentry66's Avatar
portfolio
node crazy
USA
 
Join Date: May 2008
Posts: 2,007
Quote:
Originally Posted by AJ
I realise that everyone's working methods and approaches are different but what sort of polycounts are you dealing with that floor the current versions of ZB?



Nothing crazy high. I swear 4R4 was more stable. It's just weird that I can be working for awhile with a 8 million poly mesh, then decimate it to something lower res, work on it some more, then subdivide it and CRASH

if I relaunch zbrush and load up the saved decimated model, it subdivides no problem

I'm now in the habit of decimating, saving, closing Zbrush, reloading the model. At least zbrush doesn't reliably crash this way. It's just annoying as all hell.

Last edited by sentry66 : 06-28-2013 at 06:46 PM.
 
Old 06-28-2013, 05:50 PM   #36
SheepFactory
Expert
CGSociety Member
portfolio
x y
Canada
 
Join Date: Dec 2001
Posts: 16,141
Quote:
Originally Posted by WyattHarris
I haven't used the latest version of 3DCoat but ZRemesher is much faster and produces similar if not better results than the previous version I used.



I have to do more tests but by default Zremesher seems to give a much much cleaner mesh by default compared to 3dcoat. I am really amazed at how usable and clean the geometry it creates is.
 
Old 06-28-2013, 07:10 PM   #37
WyattHarris
Daddy x 4
 
WyattHarris's Avatar
CGSociety Member
portfolio
Wyatt Harris
WyattHarris.com
Baton Rouge, USA
 
Join Date: Aug 2004
Posts: 5,710
Quote:
Originally Posted by sentry66
Nothing crazy high. I swear 4R4 was more stable. It's just weird that I can be working for awhile with a 8 million poly mesh, then decimate it to something lower res, work on it some more, then subdivide it and CRASH

if I relaunch zbrush and load up the saved decimated model, it subdivides no problem

I'm now in the habit of decimating, saving, closing Zbrush, reloading the model. At least zbrush doesn't reliably crash this way. It's just annoying as all hell.

I noticed something recently I hadn't seen before. I have a model that's 9M polys, it's file size is ~80MB. When I'm working and saving, I see that it will balloon up to 250-300MB during the session. Once ZB is closed the file size does go back to normal ~80MB. I assume its storing the unlimited undo levels and creating auto recover-points during a session. Since ZB can now recover your model from a crash. Perhaps the ballooning file sizes are causing you problems?

I don't see how it would, but something to consider.
__________________
HMC: Model Collection
WIP: Harris Nut House
WIP: WarCraft Troll
wyattharris.com Dig it!
 
Old 06-28-2013, 07:53 PM   #38
marcuso
infinitesimal
 
marcuso's Avatar
Marcus Ottosson
London, United Kingdom
 
Join Date: Nov 2007
Posts: 533
Quote:
Originally Posted by sentry66
Nothing crazy high. I swear 4R4 was more stable. It's just weird that I can be working for awhile with a 8 million poly mesh, then decimate it to something lower res, work on it some more, then subdivide it and CRASH


I'm no Zbrush wiz, but to Decimate and then Subdivide.. Is that common? I thought the topology given by the decimator was quite triangular and not very subdivision-friendly.
__________________
The Pirate
Duplicator Series
 
Old 06-28-2013, 08:07 PM   #39
AJ
Totoro
 
AJ's Avatar
CGTalk Forum Leader
portfolio
Alex Jefferies
Director
MDI Digital Ltd
Norwich, United Kingdom
 
Join Date: Dec 2001
Posts: 4,961
Quote:
Originally Posted by marcuso
I'm no Zbrush wiz, but to Decimate and then Subdivide.. Is that common?
No, decimation is usually the last thing you'd do to a model before export. Zbrush is much better with tris than it used to me but working with a messy mesh will definitely give you lots of headaches.
__________________
SKETCHBOOK
MDI
moonjam.com
 
Old 06-28-2013, 08:14 PM   #40
Meloncov
Expert
 
Meloncov's Avatar
portfolio
Kevin Baker
Freelance Modeller
Oakland, USA
 
Join Date: Sep 2007
Posts: 1,355
Quote:
Originally Posted by AJ
No, decimation is usually the last thing you'd do to a model before export. Zbrush is much better with tris than it used to me but working with a messy mesh will definitely give you lots of headaches.


It's also good to run decimate before ZRemesh. Saves a bit of time, and makes it less likely to crash.
__________________
kevinbakercg.com
 
Old 06-29-2013, 10:04 AM   #41
simple_impulse
New Member
Markku Myllymäki
Finland
 
Join Date: May 2003
Posts: 10
Quote:
Originally Posted by ThE_JacO
Some of the stuff is a pretty big deal for a minor release. Trims instead of clipping is bound to be the single most welcome for hard surface they could have done.
If it'll be crappy weather this weekend I know what I'll be doing.


ThE_JacO, I must wonder your attitude. First you kicked a discussion about 3D Coat's major release to Press Releases and now you're discussing yourself about point release of ZBrush in CG News yourself?

As a user of both software, I must question this policy change. I admit that this is great addition to ZBrush, but why stomp on little guys then?
 
Old 06-29-2013, 12:24 PM   #42
Dillster
Always Learning
 
Dillster's Avatar
portfolio
Dylan Saunders
Student
Still in college
Dublin, Ireland
 
Join Date: Jan 2011
Posts: 2,598
The Trim brushes are excellent. They just work, no aggravation or issues so far.
__________________
I like to learn.
 
Old 06-29-2013, 04:59 PM   #43
WyattHarris
Daddy x 4
 
WyattHarris's Avatar
CGSociety Member
portfolio
Wyatt Harris
WyattHarris.com
Baton Rouge, USA
 
Join Date: Aug 2004
Posts: 5,710
Quote:
Originally Posted by simple_impulse
ThE_JacO, I must wonder your attitude. First you kicked a discussion about 3D Coat's major release to Press Releases and now you're discussing yourself about point release of ZBrush in CG News yourself?

As a user of both software, I must question this policy change. I admit that this is great addition to ZBrush, but why stomp on little guys then?
The 3DCoat post was an actual copy of the Press Release. This was just me linking to the announcement page.
__________________
HMC: Model Collection
WIP: Harris Nut House
WIP: WarCraft Troll
wyattharris.com Dig it!
 
Old 06-29-2013, 05:12 PM   #44
ThE_JacO
MOBerator-X
 
ThE_JacO's Avatar
CGSociety Member
portfolio
Raffaele Fragapane
That Creature Dude
Animal Logic
Sydney, Australia
 
Join Date: Jul 2002
Posts: 10,952
Quote:
Originally Posted by simple_impulse
ThE_JacO, I must wonder your attitude. First you kicked a discussion about 3D Coat's major release to Press Releases and now you're discussing yourself about point release of ZBrush in CG News yourself?

As a user of both software, I must question this policy change. I admit that this is great addition to ZBrush, but why stomp on little guys then?

Huh?
3Dcoat had had a post a month for 3 months straight about that release at that point. When was the last time you Saw a Pixologic release in news?
The post was also simply moved to press release, not deleted, not locked, just moved to the right forum.

Besides, I'm not allowed to post in threads now? Seriously guys...
You read waaaay too much in moderation actions and why they are taken.
__________________
"As an online CG discussion grows longer, the probability of the topic being shifted to subsidies approaches 1"

Free Maya Nodes

Last edited by ThE_JacO : 06-29-2013 at 05:28 PM.
 
Old 06-29-2013, 06:22 PM   #45
ice-boy
Expert
b
matrix
sl, Austria
 
Join Date: Sep 2006
Posts: 755
i can see now Marvelous Designer users buying zbrush only for retopo.

someone needs to show a marvelous designer production model with zremesher.

Last edited by ice-boy : 06-29-2013 at 06:28 PM.
 
reply share thread


Thread Tools Search this Thread
Search this Thread:

Advanced Search
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
CGSociety
Society of Digital Artists
www.cgsociety.org

Powered by vBulletin
Copyright ©2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump
Miscellaneous

All times are GMT. The time now is 08:14 AM.


Powered by vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.