Paskutinis redagavo: SSSR 2011-09-05, 17:14
Sneak peek of ZBrush 4R2
                zbrushcentral.com
                                
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Art begins in imitation and ends in innovation.
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                sena naujiena bet reikia italpint  😉 
Making Time For Art #3 - "Clay Time":
zbrushcentral.com
            Making Time For Art #3 - "Clay Time":
zbrushcentral.com
Paskutinis redagavo: SSSR 2011-09-05, 17:14
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Art begins in imitation and ends in innovation.
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                info is 3dworldmag.com
As well as some inspirational sculpting masterclasses, the team were on hand to demo the new features of ZBrush 4 R2.
Alongside the Best Preview Render, a new cut tool and LightCap materials, R2 boasts a new feature called Dynamesh, which solves one of the long-standing issues with ZBrush.
Whenever you’re freeform sculpting, it’s often hard to extend your mesh too much without using up the available topology – polys get stretched and it’s difficult to add additional detail. But with Dynamesh you simply make a gesture on the canvas and ZBrush retopologises the object, giving you a nice medium-density mesh that you can continue working on.
This function can also be used in conjunction with the new Booleans, or when using a subtool brush to join meshes together. Again, activate Dynamesh and your objects are glued together into a single mesh and any distorted or stretched polys are removed.
You don’t get a completely perfect mesh – ZBrush adds the occasional tri to maintain density and poly flow – but will be completely fine for most artists, and is great for doodling and adding large appendages such as limbs, with the same sort of freedom you get from voxel sculpting.
Other new functions include a ‘repeat stroke’ action which does exactly as you’d expect, enabling you to use a subtle stroke again and again to build up detail, or for example, using the transform tool on other meshes in your scene.
R2 looks to be a significant update and, as usual, will be available free to registered users on September 20th.
Tik vo neasku ar jis cia realiu laiku ta mesha perdarines ar tik tada kaip pritruks geomterijos( panasiai kaip su dabartine funkcija "equalize surface area )
                                
            As well as some inspirational sculpting masterclasses, the team were on hand to demo the new features of ZBrush 4 R2.
Alongside the Best Preview Render, a new cut tool and LightCap materials, R2 boasts a new feature called Dynamesh, which solves one of the long-standing issues with ZBrush.
Whenever you’re freeform sculpting, it’s often hard to extend your mesh too much without using up the available topology – polys get stretched and it’s difficult to add additional detail. But with Dynamesh you simply make a gesture on the canvas and ZBrush retopologises the object, giving you a nice medium-density mesh that you can continue working on.
This function can also be used in conjunction with the new Booleans, or when using a subtool brush to join meshes together. Again, activate Dynamesh and your objects are glued together into a single mesh and any distorted or stretched polys are removed.
You don’t get a completely perfect mesh – ZBrush adds the occasional tri to maintain density and poly flow – but will be completely fine for most artists, and is great for doodling and adding large appendages such as limbs, with the same sort of freedom you get from voxel sculpting.
Other new functions include a ‘repeat stroke’ action which does exactly as you’d expect, enabling you to use a subtle stroke again and again to build up detail, or for example, using the transform tool on other meshes in your scene.
R2 looks to be a significant update and, as usual, will be available free to registered users on September 20th.
Tik vo neasku ar jis cia realiu laiku ta mesha perdarines ar tik tada kaip pritruks geomterijos( panasiai kaip su dabartine funkcija "equalize surface area )
Paskutinis redagavo: SSSR 2011-09-05, 21:38
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Art begins in imitation and ends in innovation.
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                nu is video sprendziant tai tas pats kaip sculptrio (tik reik tiketis dar biski patobulintas) - dynamic mesh tesselation - vadinasi realtimu
                                            
                        
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                Mano galva svarbu ne tik pridėti polygonų kai jų trūksta, bet ir atimti, kai jų per daug. Sistema turėtų būti tokia - nusistatai pradinę rezoliucija, o po to kad ir kaip tą molį beminkytum, polygonus arba prideda, arba atima, bet pradinė rezoliucija išlieka ta pati. Sakyčiau, tai idealiausias variantas. Ištempi formą - polygonus prideda, suplaki formą - polygonus atima.
Sakyčiau tai rimtas upgradeas, tad turėtų būti bent BZ 4.1, o ne R2....
            Sakyčiau tai rimtas upgradeas, tad turėtų būti bent BZ 4.1, o ne R2....
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media
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Art begins in imitation and ends in innovation.
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                ka ant itke tas zbrush belekas  kad tiek reklamos  🙂  ? o kur MUDBOXAS  😀  ?
                                            
                        
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                Gal kas galite duoti pavadinima ar linka i gera zbrush modeliavimo tutorialsa. Tiksliau tariant ne apie personazu detalizavima, o kazka panasaus i hard surface kurima. Maciau kaip matocikla kuria, kaip laikrodi daro, bet viskas labai greitai ir nelabai kas paaiskinta.
                                            
                        
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                na as pats sito neziurejes, bet gal rasi ko ieskai:
eat3d.com
                        eat3d.com
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                Is esmes kaip su pirstu i aki. Didelis aciu krz3d, net pats nezinau kaip nebuvau uzmates sito...
                                            
                        
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Art begins in imitation and ends in innovation.
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        Armians sako:
zbrushcentral.com
OHOHOHOHOHOH OHOHOAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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Art begins in imitation and ends in innovation.
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                vistiek dar reiks kokia savaitele palaukt  🙂  
                                            
                        
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        Jums reikės prisijungti, jei norite rašyti atsakymą.

