zbrush 2020

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jamesmc
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zbrush 2020

Post by jamesmc » 23 Dec 2019, 15:10

Playing with Zbrush 2020

Goeta dragonball (not my artwork)
goeta dragon ball.png
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Krowbarh
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Re: zbrush 2020

Post by Krowbarh » 23 Dec 2019, 15:44

Almost looks like Zbrush 3.5 stuff....

I went to the pixologic gallery site a year or so ago & freaked on all the 2D work there as I was always used to the 3D stuff...

I thought "Who needs Zbrush for 2D work?"...I still think that...

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Re: zbrush 2020

Post by jamesmc » 23 Dec 2019, 21:11

Yeah I think that was the point to make 3D look like 2D..

But it is 3D which means you can put bones in it and animate it in a 3D environment.
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Re: zbrush 2020

Post by Krowbarh » 23 Dec 2019, 21:57

You mean you can animate those gigabyte sized models in Zbrush now? or a lower density mesh with normal mapping?

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Re: zbrush 2020

Post by jamesmc » 24 Dec 2019, 19:22

Krowbarh wrote:
23 Dec 2019, 21:57
You mean you can animate those gigabyte sized models in Zbrush now? or a lower density mesh with normal mapping?
"lower density mesh with normal mapping"

Yeah, just like many game creators and designers do.


I got Zbrush many years ago on a deal with Daz and a free upgrade since then.

Epic Games and Electonic Arts have used normal and displacement mapping to transport a scene, a prop or character into their games.
Games like “God of War” and “Assassins Creed” have also benefited from these features of ZBrush.

I'm not a game creator or an artist, I just dabble to pass the time.

I also use 3Dcoat which is a nifty 3D paint program.
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Re: zbrush 2020

Post by Krowbarh » 24 Dec 2019, 21:26

Oh, I am pretty familiar with all the sculptors...

Tried Zbrush versions 1.23b up to 4r7...Liked 3.5 R3 the best...
Tried Mudbox versions 1.0.6 (Skymatter) thru Mudbox 2013
Tried 3D-Coat when it was 3D-Brush to 3D-Coat 2.09 to 3.710 to 4.1

Lots of different things to Like-Hate there...

I did like the 3D-Coat version 2 for painting premade models as it was open, simple & details were painted as normal maps unless you dropped into sculpt mode...This is still the way but with alot of other crap piled on to confuse...

I think the Mudbox-XSI connection thingy is the best route for a total solution as XSI can handle high polys in the viewport without strain...I remember every XSI version tried was like that, even version 2.0.1

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Re: zbrush 2020

Post by jamesmc » 24 Dec 2019, 22:35

I thought XSI died on the vine about five years ago?
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Re: zbrush 2020

Post by Krowbarh » 24 Dec 2019, 23:52

Yeah, Well autodesk dropped it as a financial move or other...

Funny as it is batter in most respects than Maya or 3DS Max...

XSI don't need a buncha plugs & has some Houdini like capabilities, great for animation, best node material editor, HIGHEST ABILITY VIEWPORT POLYS in a non-sculpt full 3D package...Zbrush probably the best for high polys in a sculpt app (errr, pixols)...I could go on....

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Re: zbrush 2020

Post by Draise » 30 Dec 2019, 13:47

I loved Softimage. Had to migrate from it due to lack of support or ability to legally buy more seats.

Nice sculpt there. I'm very impressed also by the render, it.. look like a real model!? How did you get those nuances from the render?

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Re: zbrush 2020

Post by Krowbarh » 30 Dec 2019, 14:42

Yup, Yup...XSI has the best integration of Mental Ray of any other apps that have Mental Ray...

Also had much better handle on Sub-Ds than others EARLY ON...

Shoot in Maya for years you had to convert from Poly to Sub-D and blah-blah...

Some complained about the GUI not ever changing...Well, That's cause it WORKED! Nice level of redundancy so you can work your own way...

After battling blender XSI is EASY to navigate...

Only negative was early versions were very monolithic...You could import-export dotXSI but often it would error on importing same from other apps and would've been nice if it had built-in paint like Cinema 4D-Bodypaint...

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