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Zspheres II
show user profile  TimTamFin
I don't know this has been posted already, but looks pretty impressive.

read 987 times
8/14/2009 2:41:58 AM (last edit: 8/14/2009 2:42:16 AM)
show user profile  K-tonne
saw this last night
i really like zspheres for setting up quick geometry
then he was sculpting a muscle structure on top of the chains, then it was all transparent and stuff- maybe there's transparency in zb3.5 too and the perspective looked good and then he was sculpting on top of that, then it was finished, and , and
i peed a bit
looks like zspheres are now bones instead of base geometry... or something
they just blew a hole in my brain case

no wonder they're giving mudbox away

Website and Portfolio

read 954 times
8/14/2009 6:38:33 AM (last edit: 8/14/2009 6:38:33 AM)
show user profile  Reality Man

(I don't use ZBrush.....tried the 1st demo out years ago)

Zspheres were in the very 1st version right?
What's new?
The muscle-like polygon adding tool? ...lack of a better description!

It looked like that model had about 10 million+ polygons in the end....did it?....will I need a super PC?
read 943 times
8/14/2009 7:03:30 AM (last edit: 8/14/2009 7:03:30 AM)
show user profile  K-tonne
zspheres have been there since the start yeah, they're very handy if you've not got access to another modelling prog or to just slap some shapes/ masses down in a hurry
i've only seen the video, i've not got any kind of inside track here
usually zspheres serve as a base for the geometry- you make a set of zsphere chains, convert to polygons and manipulate them
this new verison looks like you setup the zspheres and they serve as a base for a secondary function that you can use to put on a far more defined base geometry- so it may be more topology oriented- far less manipulation of the base- therefore far fewer stretched polys- and stretched polys make for less detail
if the base geometry has good topology and few stretched polys it's more efficient as everyone knows- and far easier to sculpt on- might even be animation ready- certainly in conjunction with another of their bright ideas GoZ it will be
pipeline dream- zspheres, sculpt on mass, convert to polys, goz to max for loop adjustments and stuff, sculpt in zb, export, marvel
as for 10 mill+ polys- i approch that on this laptop- dual core 2 gig of ram
i'm guessing that final sculpt had around 10- 12 million polys- i agree with reality on that one
even without the probable upgrades to the way zb handles polys (can use more every new version so far) that is well within the capabilities of an average dual core 3 gig system today

Website and Portfolio

read 928 times
8/14/2009 7:34:49 AM (last edit: 8/14/2009 7:34:49 AM)
show user profile  Reality Man
thanx for detail and info mate!

Been wanting to make the jump into ZBrush...but that interface just gnaws at my eyes....eventually will have to learn it though.
read 919 times
8/14/2009 8:06:32 AM (last edit: 8/14/2009 8:06:32 AM)
show user profile  Setherial
O man that looks so awesome, I'm going to have tons of fun with that. I can't wait!!

so, does mudbox offer this level of awesomeness too, or is it still miles behind ? :)

Reality Man: ZBrush itself can deal with a lot of polygons on an average machine. Your RAM is your limit really. Taking it back into Max isn't a problem either as you export a lower poly version and a 32bit displacement map to add all that lovely detail during rendering.


Learning and getting used to the interface takes about 2 days and after that you'll never forget. it's like riding a bycicle. I can fire up zbrush after months of not touching it and it just flows. It's a fantastic interface once you're used to it.

Man I hate teasers like this, now I have to wait for it :(

read 918 times
8/14/2009 8:09:50 AM (last edit: 8/14/2009 8:13:49 AM)
show user profile  mattymoose
I got a chance to tool around with Mudbox for the past couple of days due to the subscription thing. It's really a meat-and-potatoes kind of program - its great for bringing in a complete model, adding sculpted detail and exporting baked maps, with very little flexibility. I too am one who hates the Zbrush interface, but after seeing that video I'm sold, I have to look into learning it - very impressive.

read 906 times
8/14/2009 8:20:12 AM (last edit: 8/14/2009 8:20:12 AM)
show user profile  soontekk
looks absolutely awesome !

melting ur brainz!
/ FOS4 / FO2 / Blurb / Twitter / Facebook / Vimeo /

read 893 times
8/14/2009 9:02:24 AM (last edit: 8/14/2009 9:02:24 AM)
show user profile  _3dioot
Eek ZB fanboys! ^_^ (dont worry i like it too)

Out of curiousity though. How many of you really used zspheres up till now? I experimented with them and found them.. well.. not so great to be honest. If i need a basemesh i usually create it outside of zb.

As for the whole armature/muscle concept. How usefull that is is very dependant on the step afterwards; will it turn into a single mesh or not? It would be in line with other things they have been talking about like truly merging different subtools into one mesh.


I really hope they improve perspective view too.

read 871 times
8/14/2009 10:10:20 AM (last edit: 8/14/2009 10:12:32 AM)
show user profile  Reality Man
Learning and getting used to the interface takes about 2 days and after that you'll never forget. it's like riding a bycicle. I can fire up zbrush after months of not touching it and it just flows. It's a fantastic interface once you're used to it.

end quote

I was afraid of Max's UI (actually I started with Gmax back in the day) and I learned it after about a week.

It's not learning ZBrush's UI that bugs me......I just HATE the way it looks. I wish it had diff. schemes to load up or customs ones that look like Windows 98 or sumthin'

read 859 times
8/14/2009 10:25:04 AM (last edit: 8/14/2009 10:25:04 AM)
show user profile  K-tonne
it is pretty customisable, you can even toggle off the menus and panels by pressing tab if you like so you just have the sculpting area- bit scary like expert mode in max but then you can also make popup menu's that have all the stuff you want/ need in them, hotkey them and they appear under the cursor- i mentioned them in the balls thread along with an exciting screenshot of my ui (which is pretty much default apart from a couple of things) and which had the popup menu i use exposed
so you can have a blank canvas, bg and colour you like (pretty much) and all your functions hotkeyed to appear under the cursor
link to balls showing my ui with popup menu:

Website and Portfolio

read 851 times
8/14/2009 10:56:06 AM (last edit: 8/14/2009 10:56:06 AM)
show user profile  Setherial
Reality Man: Yeah I hated it too at first, but that's just because it is so different from what we are used to. Once you get past that you'll start to really, and I mean REALLY appreciate it. It's by far my favourite way of interacting with a 3D model, and I've used quite a few 3d apps. If it was as bad as you think it is they would have changed it by now but it isn't. I like the fact that they said fuck it to every standard there is and just started from scratch trying to make something completly new without being restricted to what people are used to.

3dioot: I use zspheres and like them a lot. They offer a really fast method of starting a base concept and tweaking the rough shape. I must admit though that it took me a long time to actually start using them, to me zpheres was one of those things that felt really awkward for a long time. I also see a lot of pro artists at zbrushcentral using them to start their concepts.
What they lack now is a way to sculpt a good looking base for hands and feet. It's very hard to sculpt those with zspheres.

I see the new muscle like system as another step to letting go of the technical side of sculpting and just letting the imagination work. I wanted something like this for years, where I can sculpt, pose, sculpt, repose... pose is so important when doing character art, it shows so much emotion and strength that it can't be ignored during the creation process. I dislike sculpting a relaxed pose, it doesn't stimulate me as much as an action pose.
Zbrush really allows you to change your mind over and over while working, you can explore a basic idea and take it wherever your mood wants to take it. That's something that is just very difficult in Max and they keep improving that.

read 816 times
8/14/2009 2:34:32 PM (last edit: 8/14/2009 2:34:32 PM)
show user profile  Mad-Dog-Bomber
Just wondering, think you will able still move the rig after you sculpt the model into more detail at the end?

They dont show that part in the demostration there, just the spheres, and muccles movin around, not the detailed skin etc etc :D

read 797 times
8/14/2009 4:31:37 PM (last edit: 8/14/2009 4:31:37 PM)
show user profile  jbrophy
MDB - yeah they sort of jumped that part. Muscles and boom, retop'd. I am hoping they use the Zspheres as direction guides to auto topo the muscles into a usable mesh. If not I can make one but that sure would be nice.

Jesse Brophy

Fry Monkey

read 785 times
8/14/2009 4:53:21 PM (last edit: 8/14/2009 4:53:21 PM)
show user profile  Reality Man
So those zspheres act a real rig then?
read 784 times
8/14/2009 4:53:36 PM (last edit: 8/14/2009 4:53:36 PM)
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