1. #46
    Senior Member Follow User Gallery
    Join Date
    May 2007
    Location
    Bellevue,WA
    Posts
    500

    Default Share?

    great render!It would be nice if pixolator shared the project file with the BPR settings, filters and materials... not the head, just the settings.

  2. #47
    Senior Member Follow User Gallery
    Join Date
    Jul 2003
    Location
    Tampa, Florida
    Posts
    1,595

    Default

    on the whole render thing, personally if I could do absolutely everything in Z instead of 3 or 4 programs, damn straight.
    Or skip intermediate programs and go straight to AE for post, hells yeah.

    I hope they keep it up forever and once more, everybody say it with me:
    Free is in the budget
    Dustin
    .:|Sketch Book |:.



  3. #48
    New Member Follow User Gallery
    Join Date
    May 2004
    Location
    Jpn
    Age
    44
    Posts
    28

    Default

    really awesome!

    But, There is no hair and eyebrows!

    Hair/Fur feature is desired in ZBrush 5.
    Last edited by HammerHead; 12-11-11 at 09:23 PM.
    ---------------
    ZBrush 4R7, Windows7 64bit, 16gb RAM, Core i7, Geforce GTX 460.

  4. #49
    Senior Member Follow User Gallery
    Join Date
    Apr 2004
    Location
    copenhagen DK
    Age
    38
    Posts
    1,705

    Default

    this looks great, pixo guys... really looking forward to try this out.

    -r
    rasmus warming
    rasmusw.dk


  5. #50
    Senior Member Follow User Gallery
    Join Date
    Sep 2003
    Age
    39
    Posts
    177

    Default

    complicated process
    www.lukx.com - CGI

  6. #51
    Senior Member Follow User Gallery
    Join Date
    Feb 2011
    Location
    Denmark
    Age
    28
    Posts
    151

    Default

    ... woaw
    Morten F. Jæger
    Co-Founder of FlippedNormals
    Modeler at Framestore

    Artstation
    Personal website
    Facebook page

  7. #52
    Senior Member Follow User Gallery
    Join Date
    Dec 2007
    Posts
    338

    Default

    It wouldn't need to be node based, but simply a way to 'cook' 'bake' a set of attributes into one material.
    therefore removing the need to blend materials which have more attributes than you need. As is demo'd in the video.

    For example,
    From a list you would add what you want then 'bake' / 'cook'.
    add sss, spec, 2spec, textures, indirect, direct, reflection etc...
    This material is now saved and can be used.
    The difference being only the attributes you need are present.

    This would also be awesome for brushes too.

    The one thing which is annoying about materials and brushes is even though you can save them out, tweaking is more an exercise in going through seemingly endless attribute lists.

    Its great to have that much customisation, but when you got what you want it makes sense to reduce the screen clutter.
    Hence bake or cook material and brush.

    Also being able to apply a texture as well as an adjustment curve to any material attribute is needed, if you really want shading in zbrush to be helpful.

    BTW, I'm curious why a hdr envirnoment wasn't used?

  8. #53
    Senior Member Follow User Gallery
    Join Date
    Mar 2004
    Location
    italy the great
    Posts
    339

    Default

    it will probably never happen, but it would really be awesome if shading done in ZB could be exported in other apps, like Maya and applied through their shading system. As it is now these features are very useful at a concept stage, but at the end, work would have to be redone in traditional 3D pakages.

  9. #54
    Senior Member Follow User Gallery
    Join Date
    Jul 2003
    Location
    Tampa, Florida
    Posts
    1,595

    Default

    is there any reason some sort of bridge app like goZ could not eventually translate material properties from Z to whatever?
    Maybe not a translator but a plug-in suite like GoZ that would handle the differing aspects but use the host software.
    blue skying here, Im no programmer but that would be super cool if we're stuck with having to use other products.
    But it seems to me Z is getting much more sophisticated and I can imagine a time when all the features we see
    elsewhere show up in Z, of maybe a Z-suite of sorts? hmmm, anyway still cool, and with Pixologic I believe anything
    is possible.
    Last edited by Dman3d; 12-12-11 at 06:47 AM.
    Dustin
    .:|Sketch Book |:.



  10. #55
    Senior Member Follow User Gallery
    Join Date
    Dec 2007
    Posts
    338

    Default

    I think the best we can ask for is a shader/material which 'follows' a similar logic to other apps.

    e.g For SSS, simply an epidermal, subdermal, backscatter, diffuse, overall.
    In other words an Add and a multiply.

  11. #56
    Senior Member Follow User Gallery
    Join Date
    Aug 2006
    Posts
    258

    Default

    I agree with some posts that asks for a more cg like pipeline for shading, it will be much easyer, but I think that pixologic is so much revolutionary exactly because they think outside the box, with new and creative ways to do what we are used to do already, but in a new and fresh way... over time it can be prouved to be a wrong direction, but for now it is just a new direction, maybe it will get to be a revolutionary way for doing shading as this develops further, i don`t really know yet, what i know is that it is working for me as an artist, i use it to experiment alot, then when i am done, i will retopo the model, unwrapit and use polypaint as my base texture, then i will finish it in my 3d app, for now... the future may change this workflow a lot... i sincerely believe that UVs and bitmaps are in a countdown to extinction... and then shading with suffer a deep change as a process... just my two cents...

  12. #57
    Senior Member Follow User Gallery
    Join Date
    Jul 2003
    Location
    the netherlands
    Age
    64
    Posts
    3,550

    Default

    @ AndreHolzmeister +1
    I do not want to follow the 'logic' of other apps :-)

  13. #58
    Senior Member Follow User Gallery
    Join Date
    May 2004
    Posts
    227

    Default

    Quote Originally Posted by dargelos View Post
    great render!It would be nice if pixolator shared the project file with the BPR settings, filters and materials... not the head, just the settings.
    yeah that would be awesome. I think we could learn a lot from that

  14. #59
    New Member Follow User Gallery
    Join Date
    Jul 2006
    Posts
    28

    Default

    Awesome... Simply amazing

    I don't suppose... Could you, or someone else, explain how to get transparency / opacity (like shiny glass or an eye cornea) to work? I just can't seem to get good results. Do I have to start with a particular shader?

  15. #60
    New Member Follow User Gallery
    Join Date
    Mar 2010
    Location
    Hyderabad
    Posts
    18

    Default

    WOW...nice rendering
    Md.T.Hussain

Page 4 of 8 FirstFirst 1234567 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •