1. #631
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    Default ZRemesher

    When I first got involved with ZBrush-- I was totally ignorant on the subject of topology and retopology. Even the words were foreign to me. (Coming from painting background and then the 2D world of After Effects/Photoshop and Illustrator). I started in ZBrush by taking a slew of courses with Ryan Kingslien/Uartsy, which at the time was ZBrush Workshops (best art-decision I ever made). This was before QRemesher was even hinted at, back then I remember Ryan saying something like if there isn't a solution within 10 years, he will be out of the business. Retopologizing a figure, a face, a jacket, etc. was something I never wanted to become engaged with.

    Well, not being an animator, with no need to pass along my object in a pipeline, I find the latest ZRemesher an amazing advancement. Combined with Dynamesh, I sometimes need to pause from my workflow and just marvel at how great the polys are that this now produces. I stop and spin around my results frequently before I continue. I, for one, thank you Pixologic!

  2. #632
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    ^ hear hear!

  3. #633
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    Retopologizing a figure, a face, a jacket, etc. was something I never wanted to become engaged with.
    Retopology is not stimulating, although some articles I've read insist that it is an essential step.
    I find the latest ZRemesher an amazing advancement. Combined with Dynamesh, I sometimes need to pause from my workflow and just marvel at how great the polys are that this now produces.
    Yes, it is fabulous! That's why I'm psyched about the upcoming update. :-) Can't wait to see what's coming.

    The only thing I'm seeing now, that's not almost totally accurate, is "joins." If I join a cylinder shape to a cube shape, for instance, the rings around the "join" will be a bit lopsided. Larger on the bottom than the top, maybe. But I haven't been using dynamesh lately, when experimenting with the ZModeler. Dynamesh might even out the poly size.

    I, for one, thank you Pixologic!
    Lordy, yes. Thanks for everything! 4R7 is a total joy. Love it.

  4. #634
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    Just wanted to put this here incase anyone over at Pixologic is looking. LOVE the 64 bit beta. It is wildly unstable tho. And, after using it for a while, I've noticed a pattern of it crashing after leaving zBrush to attend to another application. Even if it's just for a few minutes. And if I leave the computer for 20 minutes or more and come back, it almost always crashes. Aside from this, it's a beast. And I absolutely love working in it.

    Relevant info: I'm using an iMac Retina 5K, 4GH i7 with 32gb of Ram. AMD Radeon R9 graphics card. up to date OSx.


    Moderator's Reply: This is not the location for this. Please post in the Other Questions & Troubleshooting forums. Thanks.

  5. #635
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    And I see that Patch 3 is here.

    Pixo servers -- get ready for a new avalanche of visitors.

    Thank you, Pixologic!

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    Avalanche indeed!

    The enthusiasm is wonderful!
    nope...
    I don't know what I'm doing but I'm doing it anyway.

  7. #637
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    Uh huh -- and this time, Jan is prudently waiting.

    Even though the enthusiasm is surely there!

  8. #638
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    Welp, I guess the server has been overloaded again. I'll just wait for a day or so then....
    ---Wolff On The Prowl---

  9. #639
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    It's up now, Wolfman.

    I do love a good update.

    Thanks again, Pixologic! You know ZB is now habit-forming, right?

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    Thanks very much for the update.

  11. #641
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    Default great!

    Awesome to see the new Zbrush out!
    I love the Zmodeler feature and many others.
    Now that we have Zmodeler all we need it's a *snap to other subtools" feature (magnet) and boom you got a super powerful retopologizing tool, better , faster than the zspheres one.
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    OvidiusTiberius I totally agree! If we could have snap option for the zmodeler then we will have a super powered tool for retopology.
    I'm sure the guys at pixologic are thinking about that too. Let's hope we don't have to wait for V5 to see it implemented... 4r7 p4? Maybe.

  13. #643
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    Now that 64bit can handle higher subd, anybody know if you can convert old HD geometry models into "regular" geometry level models?

    Da Bears!
    Go Gators!

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    How would you do that? BPR to Geo -- no button w/HD that I can find.

    Project All, maybe?

    That's an interesting question.

  15. #645
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    Will the developers add new ZModeler tools in next extensions? I still can't move from Maya to ZBrush until there are no traditional cut tool, connections, no complete loop slice(for polygroup edges only, without hiding polygons) and other tools which allow you to control the topology(edge drawing) of base mesh.
    I think developers need to think not only about fast extrusions and fast edge loops but also about low-level control of topology for real handy base mesh modeling.

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