Hirez upcomming Zbrush stuff


#21

This stuff is really cool, it looks like a very intuitive way to model, and I am surprised that it likes meshes of that res (100k). I will be looking at this thread again soon, as a purchase may be necessary!

Can Zbrush work on a nurbs surface too?

Ell.


#22

Zbrush recently got a Normal Map Shader which you can export (from hires mesh)then assign to your low rez mesh in the 3dapp or renderer of choice

i read about normal maps some time ago. but I´m not quite sure, wether it`s already implemented in maya. does anyone know more?


#23

Maya does have a normal map shader on highend3ed…forgot the link but there is even a tutorial on it…

and Zbrush is pure polymodeller…no nurbs, curves, or subds…cant say wether there will be much animation features if any in the next release…


#24

Simply: :buttrock:


#25

I’ve used Zbrush before and its a brilliant application. It really does allow for unique ‘creative freedom’ especially for concept 3d art. Sounds odd but there is a lot of scope for 3d concepts and retouching using Zbrush even more so using a tablet.


#26

AMAZING.

I have a question… I work with 3D Studio MAX. I export the mesh and load it in Zbrush… When I finish of painting what is what I export back to max? Maps (normal, displacement, bump…) Or can I export the mesh too?

Really amazing guys. I :surprised with the last shot (the leg). How can get so many detail from so simple mesh…

Congrats and please answer me!!! I can´t wait to see it in action :buttrock: :buttrock: :buttrock:

Thanks!


#27

Originally posted by Manuel M
i read about normal maps some time ago. but I´m not quite sure, wether it`s already implemented in maya. does anyone know more?

I think this is what you’re after:
http://www.drone.org/tutorials/normal_maps.html


#28

great work dave +]

about the normal maps:
basically a normal map is pretty much like a bump map, but in the normal map each pixel is represented as Vector in RGB colors.
So a normal map is not a height field like a displacement map.

cheers,
Flo


#29

That’s really great. I really have to get my hands on ZBrush when this new version is released.


#30

wow…gotta have a really fast display card to display all that details in the viewport…really rocks! Can’t wait to test it out :drool:


#31

http://home.pacific.net.au/~phourmouzis/research.htm

how it works…


#32

HEM…
I’ve downloaded the DEMO but the IMPORT function is disable in demo version mode…

…what the hell???

have you screwdrivered the demo?

:hmm:


#33

They’re using a BETA version of an upcoming release. Not the current Demo. Yes, Pixologic feels the need to limit certain features in the Demo in order to protect their software. I know, a bit disappointing, isn’t it?


#34

Oh…ok…well…it’s not a problem…

…ONLY THAT the import function doesn’t work…

:banghead: :banghead: :banghead:

:annoyed:


#35

Really spectacular work Dave:buttrock:
Your work on your site is amazing too ambient-whisper!!
Here is a model I made with a nearly similar technique:

My Creature model

Keep up the great work!!!

Pascal
http://www.3dluvr.com/pascalr


#36

The 100k poly models are what people are using in the current version of zbrush (1.55b). The highest number of polys I’ve modelled with was about 240k and it was still pretty interactive. But get this, the new version is supposed to handle 1 million+ poly models with ease
:love:

Hey Teyon, if you’ve already made you’re mind up on getting ZB then why not get it now? The next version is a free upgrade for current users.


#37

I’ve being toying with this stuff too, I’ll post up some pics when I get time. My current gripe is with Z Brush’s interface, which I find really difficult to get to grips with. :shrug:


#38

So is this going to become a standard for learning now?

What i’m more curious about is whether companies are going to start to expect to see Normal mapped models on demo reels. Is this another thing expected to be seen too?


#39

hehe… Daves personal PR man… Ambient Whisper :wink:

I completely agree Matt. Something about that interface just doesn’t sit well with me. Although I will admit I haven’t spent too much time with it.


#40

Video games companys are using bump mapping more and more. Anyway, if you are going to make a still artwork I think this soft could be very usefull. It is like pianting displacement in real time :buttrock: :buttrock: :buttrock: