New Pixologic software coming - Zbrush Core for entry level artists

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Comments

  • SnowSultanSnowSultan Posts: 3,683

    The OBJ import and export is a positive for us though, that *should* enable us to make morphs and simple objects that can be used in Studio (although I don't know if the lack of UV mapping tools will affect that any). Thanks for that additional information.

    I read somewhere that if you want to upgrade to the full Zbrush from Core, you'll only have to pay the difference between the two programs.

  • KA1KA1 Posts: 1,012

    I am interested in ZBrushcore tbh - I'd rather have ZBrush but it's been cost prohibitive (and I've wanted it for a long while!) I was particular amused by the phrase "

    *ZBrushCore limits STL and VRML export file size to 200,000 polygons. Larger models must be decimated before these formats can be

     And as you get further donw the comparison list you find that decimation isn't an included feature of ZBrush core........

  • JabbaJabba Posts: 1,461
    KA1 said:

    I am interested in ZBrushcore tbh - I'd rather have ZBrush but it's been cost prohibitive (and I've wanted it for a long while!) I was particular amused by the phrase "

    *ZBrushCore limits STL and VRML export file size to 200,000 polygons. Larger models must be decimated before these formats can be

     And as you get further donw the comparison list you find that decimation isn't an included feature of ZBrush core........

    The one click optimization for 3D printing will automatically decimate to under 200,000 polygons... I don't know if you can optimize for 3D printing and then export as a reduced poly OBJ, but the "normal" ZBrush decimator options aren't included.  There's certainly some stuff we won't know until we can get hands-on with it.

  • KA1KA1 Posts: 1,012
    Jabba said:
    KA1 said:

    I am interested in ZBrushcore tbh - I'd rather have ZBrush but it's been cost prohibitive (and I've wanted it for a long while!) I was particular amused by the phrase "

    *ZBrushCore limits STL and VRML export file size to 200,000 polygons. Larger models must be decimated before these formats can be

     And as you get further donw the comparison list you find that decimation isn't an included feature of ZBrush core........

    The one click optimization for 3D printing will automatically decimate to under 200,000 polygons... I don't know if you can optimize for 3D printing and then export as a reduced poly OBJ, but the "normal" ZBrush decimator options aren't included.  There's certainly some stuff we won't know until we can get hands-on with it.

    That makes perfect sense - it does appear that you can create brushes in Zbrushcore with the wording under one of the headings *ZBrush can load brushes created in ZBrushCore, but ZBrushCore can not load brushes created in ZBrush

  • kyoto kidkyoto kid Posts: 41,402

    So much for ZBrushcore.

    Does anybody know how long ZBrush will on sale? Thanks.

    .....yeah no compatibility with the Daz GoZ Bridge and no upgrade path to the full programme pretty much puts me off as well. Looks like it's back to buying lotto tickets to get the tools I need.

  • lx_2807502lx_2807502 Posts: 2,996
    KA1 said:

    I am interested in ZBrushcore tbh - I'd rather have ZBrush but it's been cost prohibitive (and I've wanted it for a long while!) I was particular amused by the phrase "

    *ZBrushCore limits STL and VRML export file size to 200,000 polygons. Larger models must be decimated before these formats can be

     And as you get further donw the comparison list you find that decimation isn't an included feature of ZBrush core........

    At least OBJ export seems unaffected which is the important one.

    I was also interested in Zbrush with an affordable entry point, but there just seems to be so much cut out, no bridge or upgrade path are complete losses for me too.

    On the bright side, Blender's looking better than ever.

  • JabbaJabba Posts: 1,461

    Well, it's not released yet, we simply don't know if there will be an upgrade path or not at this stage, but SnowSultan mentioned earlier "I read somewhere that if you want to upgrade to the full Zbrush from Core, you'll only have to pay the difference between the two programs"... albeit I haven't actually seen anything concrete in this regard from Pixologic, but right now they're concentrating on launching their new product.

    If you don't mind missing the 20% pre-order discount, simply wait for a few weeks after release and I'm sure there will be concrete confirmation by then.

  • lx_2807502lx_2807502 Posts: 2,996

    Oh it's not set about upgrading? Well that's good then. It wouldn't make any sense to have an entry level version to get people wanting the full version if there wasn't a way to upgrade.

    The 20% off the full version looks so incredibly tempting, but it's still well out of my budget especially once converted to AU dollars.

    I've asked this in the Blender thread before and the result was basically "preference and handles more polys" but are there any other reasons to move to Zbrush?

     

  • MythmakerMythmaker Posts: 606
    edited October 2016

    A creative software's worth is subjective, esp for most of the world who live with exchange rate and insane sales taxes....

    Decisions decisions...priorities priorities...

    ZBrushCore seems to target at a specific class of CG intermediate: the emerging 3D printing crowd. Secondarily, to encourage beginner Sculptors to cross the threshold to the real deal with a cut-down preview version. It's definitely not meant as a cheap standalone modeler/sculptor/painter/mapper for game content or advanced render content (Daz3D/ Maya/ C4D renders). Not to say it cannot be used for these purposes however, subjected to skills and knowledge.

    smiley

    For the hobbyists dabbled in free yet powerful Sculptris, SketchUp, Blender, (freeish) Hexagon/ Carrara etc, who has no commercial needs at all, they just have to decide if they have $120 to spend on a far more powerful sculpting tool than Sculptris. The hobbyists who haven't sculpted/ modeled in either of the free/cheap tools mentioned, would of course find a $120 pro-use capable sculpting tool totally "useless" to them. The hobbyists who enjoy sculpting for the fun of it (not to make props or morph premade things), do check out the abundant Dynamesh/ ZSphere/ MatCap videos, then decide if it's fun enough.

    IMO, for hobbyists, ZBrush full version is an overkill. Compared to ZBrushCore, 3Dcoat Lt version is a far "all-rounded" entry solution for hobbyists with low budget but wish to create/ custom morph 3D things for games or 3D photo rendering. 

    ...

    For experienced semipros curious/ mulling over ZBrush vs ZBrushCore, all the indispensable pro user basic functionalities: UV, FBX, advanced retopo, GoZ, ZModeler, Instancing could be filled with Blender or 3Dcoat Lt version, so won't be an issue. This gets into subjective "user experience" and speed of use. A good Blender user can be faster than a unskilled pro tool user. A good modeler will find joy in the tool he/she has mastered.

    smiley

    I personally believe in well made artist tool have merits: creative process more optimized, more fun, I create more interesting stuff. For the intermediate semipros who subscribe to the idea of "well made tool inspire creativity and productivity", I'd say, the current narrow window of ZBrush full version 20% discount is very rare. You need to watch a lot of (well made well organized) videos in the enxt 24 hours to decide whether it's worth it...

    24 hours! cool oh no hurry! lol

     

    Beyond ZBrushCore/ upgrade now or future - for experienced freebie tool power users, ZBrush's value should be self-evident, so it's a matter of budget. To most commercial indies and pro Max/Maya/C4D crowd, ZBrush V4's entire upgrade history is full of gems and pleasant surprises. The latest good news on 4R8 speaks to the integrity and love of the creators at Pixologic for their creations. That's worth a lot to me.

    Post edited by Mythmaker on
  • JabbaJabba Posts: 1,461

    Absolutely yes, you're spot-on with your observations.  They seem to have identified a potential marketplace in 3D printing stores, they've been giving away 3D printers like confetti at ZBrush Summit (as prizes, not just handing them out!) - ZBrushCore would make it fairly simple for trained shop staff to import an OBJ from either the customer or a mesh from their own catalogue of assets, optimize it and then print.  If you're a tabletop wargamer, you could design and print your own armies.

    As a training tool, it can certainly get people proficient at sculpting before they've saved up for the full pro ZBrush (while using the actual ZBrush interface & controls)... but yeah, it would definitely need extra software if being used to optimize assets to sell.  I suppose it depends on the aspirations of the individual - hobbyists can use anything they like, but if they aspire to work at a games or movie Studio, then it is ZBrush they got to master (10,000 hours people, LOL).  So if they can't afford ZBrush outright, at least ZBrushCore offers a legal way of getting proficient while saving for ZBrush instead of starting from scratch only after they have saved the funds to buy the pro ZBrush.

    By opening up to the middle market, the curious and skeptical will be able to see for themselves the potential on offer.  This should help maintain ZBrush's place as an industry leader.

  • kyoto kidkyoto kid Posts: 41,402
    lx said:
    KA1 said:

    I am interested in ZBrushcore tbh - I'd rather have ZBrush but it's been cost prohibitive (and I've wanted it for a long while!) I was particular amused by the phrase "

    *ZBrushCore limits STL and VRML export file size to 200,000 polygons. Larger models must be decimated before these formats can be

     And as you get further donw the comparison list you find that decimation isn't an included feature of ZBrush core........

    At least OBJ export seems unaffected which is the important one.

    I was also interested in Zbrush with an affordable entry point, but there just seems to be so much cut out, no bridge or upgrade path are complete losses for me too.

    On the bright side, Blender's looking better than ever.

    ...the only way Blender would look better would be with a total makover of it's interface so one can completely bypass needing to use/memorise shortcut keys.

  • ANGELREAPER1972ANGELREAPER1972 Posts: 4,534
    edited October 2016
    lx said:

    Oh it's not set about upgrading? Well that's good then. It wouldn't make any sense to have an entry level version to get people wanting the full version if there wasn't a way to upgrade.

    The 20% off the full version looks so incredibly tempting, but it's still well out of my budget especially once converted to AU dollars.

    I've asked this in the Blender thread before and the result was basically "preference and handles more polys" but are there any other reasons to move to Zbrush?

     

    yeah it's a killer for us aussies makes a lot of stuff out of a reach and I'm a very low income earner seems sometiles those on the dole earn more than me just been lucky was left some money so was able to splurge here but almost all gone now still can almost get maybe zbrush, zbrush core at us $119.95= approx $156.64 aus full price at US $149.95 is approx $195.81. With full ZBRUSH single user $795 - about $1038.13 this is an estimate though used one of those online money calculators but as you know when we go through checkouts always ends up maybe more still cheaper than some of the other same types of programs saw some prices were in the thousands in us $s but still a lot to risk for us if not right for us and I've kicked myself wasting time money on some things. Also for me I want something that I buy out right not these subscription type programs can't afford those and can't justify the cost many say it's hardly anything but for us it is right cause it costs more and I already have more than enough ongoing fees any more wouldn't be able to afford to buy content from here

    edit - that 20% of full version of zbrush is $636 US which is approx $830.51 aus backup disc US $9.95 - about $13

    2nd edit that makes full version tempting again adding that mentioned you can't use brushes made by others for zbrush in core and I came across a site with a lot of free brushes and other extras including ones to help make creatures/monsters as well as the ability to add textures/paint our creations which core don't though some have mentioned using substance painter or 3d coat even with zbrush but zbrush you can get away without having to buy these extra programs if you don't want to right guys? you only need want these others along with zbrush if you want better more cooler advanced looking textures correct and there is enough tools in full z to get away with pretty good looking results? 

    Post edited by ANGELREAPER1972 on
  • lx_2807502lx_2807502 Posts: 2,996
    lx said:

    Oh it's not set about upgrading? Well that's good then. It wouldn't make any sense to have an entry level version to get people wanting the full version if there wasn't a way to upgrade.

    The 20% off the full version looks so incredibly tempting, but it's still well out of my budget especially once converted to AU dollars.

    I've asked this in the Blender thread before and the result was basically "preference and handles more polys" but are there any other reasons to move to Zbrush?

     

    yeah it's a killer for us aussies makes a lot of stuff out of a reach and I'm a very low income earner seems sometiles those on the dole earn more than me just been lucky was left some money so was able to splurge here but almost all gone now still can almost get maybe zbrush, zbrush core at us $119.95= approx $156.64 aus full price at US $149.95 is approx $195.81. With full ZBRUSH single user $795 - about $1038.13 this is an estimate though used one of those online money calculators but as you know when we go through checkouts always ends up maybe more still cheaper than some of the other same types of programs saw some prices were in the thousands in us $s but still a lot to risk for us if not right for us and I've kicked myself wasting time money on some things. Also for me I want something that I buy out right not these subscription type programs can't afford those and can't justify the cost many say it's hardly anything but for us it is right cause it costs more and I already have more than enough ongoing fees any more wouldn't be able to afford to buy content from here

    edit - that 20% of full version of zbrush is $636 US which is approx $830.51 aus backup disc US $9.95 - about $13

    Yeah the normal $1000 pricetag is a killer.

    I wish more software did Substance's method: rent to own, pay per month and once you've paid enough you can convert it to a licence. If Zbrush did that I'd pick it up in a heartbeat.

  • ArtiniArtini Posts: 9,815
    edited October 2016

    Does anybody knows about how good are UV mapping tools in ZBrush?

    Are there enough good to create UV maps for items intended to use in Daz Studio or people are still using something else to UV map and unwrap objects?

     

    Post edited by Artini on
  • RAMWolffRAMWolff Posts: 10,333

    I will NEVER EVER understand all this extra expense for digital downloaded software.  It's not physical in the least.  I think those in Canada, Europe, Asia and Aussie Land are totally ripped off.  Not DAZ's fault it's what the cultures have decided and it stinks to high heaven! 

  • lx_2807502lx_2807502 Posts: 2,996
    Artini said:

    Does anybody knows about how good are UV mapping tools in ZBrush?

    Are there enough good to create UV maps for items intended to use in Daz Studio or people are still using something else to UV map and unwrap objects?

     

    I'm curious about this too. I can UV map okay in Blender but UVs in general are still a massive headache.

  • they've uploaded more videos on core with a tutorial over several vids sculpting a head and some other videos maybe help some of us more see if it is enough on offer http://zbrushcore.com/#prettyPhoto

  • RAMWolff said:

    I will NEVER EVER understand all this extra expense for digital downloaded software.  It's not physical in the least.  I think those in Canada, Europe, Asia and Aussie Land are totally ripped off.  Not DAZ's fault it's what the cultures have decided and it stinks to high heaven! 

    if you think that's bad you should see what we have to pay for for imported magazines, comics and other stuff, some normal not special edition comics can be up $10 or more and I've seen some magazines close to $40 or more and yes I've paid that myself even games read some over at in the US complain about paying $20-$40 for a game on average here it's $100 though sometimes can get them at $70 on sale

  • lx said:
    lx said:

     

    Yeah the normal $1000 pricetag is a killer.

    I wish more software did Substance's method: rent to own, pay per month and once you've paid enough you can convert it to a licence. If Zbrush did that I'd pick it up in a heartbeat.

    if you could afford that way but like I said easier cheaper for me buy outright one off fee already got enough monthly rental fees like my laptop at $116 month. yeah prices like that makes it pretty hard for us and is a lot of money to us 

  • think it's mixed results from what I've been told when it comes to uv mapping in zbrush while from what I can tell from others it's ok/good but not perfect and content creators I've talked to have mentioned they've used other programs such as substance painter which they really like and praise and videos I've watched look amazing but you do also gotta take into account this is coming from content creators who rely on live on the sales of their content so they do require high quality programs to create their content otherwise we'd be complaining all the time about the quality of products on offer so I guess that still brings us back to the question of whether the full version of zbrush and it's uv mapping/texturing and other tools is enough/good enough on their own for the rest of us without having to invest in more/other programs as well

  • MythmakerMythmaker Posts: 606
    lx said:
    Artini said:

    Does anybody knows about how good are UV mapping tools in ZBrush?

    Are there enough good to create UV maps for items intended to use in Daz Studio or people are still using something else to UV map and unwrap objects?

    I'm curious about this too. I can UV map okay in Blender but UVs in general are still a massive headache.

    I have heard Blender has a pretty robust set of UV tools. It seems the general pro opinion is UV is not ZBrush's strongest selling point. I have no idea how good is ZBrush UV compared to Blender or Maya/Max. 

    Typically UV in ZBrush is done with UVmaster plugin or older tiling-groups/planar/cylinder.

    None of its UV tools are perfect, but I'm glad I persevered with my do-it-all in one tool obsession and didn't succumb to external UV specialist tools. Some pro users like to jump between 'single function' specialist tools, I hate and avoid i/o with a passion, rather spend my energy hacking and digging deeper. Today I can create efficient and game/render-correct UV maps for anything - hard surface or organic lo/hi poly - in ZBrush without another tool. I have no doubt the typical Blender UV mapping users can find good uses with ZBrush's UV toolsets. 

    So the main issue with regard to UV is, is it painful or ok to model in one tool then UV in another? If tool hopping is already acceptable to you then not a reason to buy ZBrush full.

     

     

  • lx_2807502lx_2807502 Posts: 2,996
    Mythmaker said:
    lx said:
    Artini said:

    Does anybody knows about how good are UV mapping tools in ZBrush?

    Are there enough good to create UV maps for items intended to use in Daz Studio or people are still using something else to UV map and unwrap objects?

    I'm curious about this too. I can UV map okay in Blender but UVs in general are still a massive headache.

    I have heard Blender has a pretty robust set of UV tools. It seems the general pro opinion is UV is not ZBrush's strongest selling point. I have no idea how good is ZBrush UV compared to Blender or Maya/Max. 

    Typically UV in ZBrush is done with UVmaster plugin or older tiling-groups/planar/cylinder.

    None of its UV tools are perfect, but I'm glad I persevered with my do-it-all in one tool obsession and didn't succumb to external UV specialist tools. Some pro users like to jump between 'single function' specialist tools, I hate and avoid i/o with a passion, rather spend my energy hacking and digging deeper. Today I can create efficient and game/render-correct UV maps for anything - hard surface or organic lo/hi poly - in ZBrush without another tool. I have no doubt the typical Blender UV mapping users can find good uses with ZBrush's UV toolsets. 

    So the main issue with regard to UV is, is it painful or ok to model in one tool then UV in another? If tool hopping is already acceptable to you then not a reason to buy ZBrush full.

     

     

    It seems like UVing is a nightmare for everyone in every program. The main workaround I've found for it is to model with UVs in mind from the beginning, though obviously sculptors wouldn't be able to do that. For me it was mostly that Daz products always have super neatly arranged UVs, and most of the PAs cite Zbrush as if nothing else existed, so I thought maybe Zbrush was automagically making them or something.

  • MythmakerMythmaker Posts: 606

    I came across a site with a lot of free brushes and other extras including ones to help make creatures/monsters as well as the ability to add textures/paint our creations which core don't though some have mentioned using substance painter or 3d coat even with zbrush but zbrush you can get away without having to buy these extra programs if you don't want to right guys? you only need want these others along with zbrush if you want better more cooler advanced looking textures correct and there is enough tools in full z to get away with pretty good looking results? 

    Free brushes, free scripts, macro...crazy amount of free video or pic-rich tutorials... but these are mere bonuses...

    Based on the published comparison list so far, the reason to go full ZBrush is about 3 things: speed, unimaginable creative possibilities, industry standard assets creation (game assets/ Daz3D products).

    ZBrush's true strength = ZModeler, Retopo tools, Photoshop style Layers, SubD, Polygroup/Masking Selection, high quality preview shaded Polypainting + Sculpting in realtime, Shadowbox, in no particular order. 

    The modeling aspect is the most underestimated. 4R7 update alone made many architecture/ game asset type very very happy. ZModeler alone is worth at least 75% the price of SketchUp. 

    cheeky

    Another angle to consider: at some point in the last 3 years, within version 4, ZBrush price has jumped from $695 to $795. There's no guarantee when ZBrush 5 comes, it won't jump to $895. And the non-US residents would know it's pointless to project discount buy coinciding with your currency.

    This makes the current window a very rare opprtunity to get into ZBrush at under $700. Very rare. So for the commercial grade users, unless your currency is going to go 1:1 to USD, 24 hours to research!

     

  • Ghosty12Ghosty12 Posts: 2,077
    edited October 2016

    Well found the comparison page between ZBrush and ZBrushCore http://zbrushcore.com/features. ; There is no GoZ support for ZBrushCore, also illustration, texturing and rendering are also summarily neutered..  And advanced features are non existant, looking at the comparison chart I am not sure one could justify the $120 to $150 price..

    Post edited by Ghosty12 on
  • MythmakerMythmaker Posts: 606
    ghosty12 said:

    Gotta love the pre order bit, forking out $120 (sale) $150 normal pricing for a product not yet released is fraught with potential problems..  Just ask anyone who pre orders games what can happen, will be interesting to see how many ZBrush features have been stripped out of ZBrushCore even though they say that ZBrushCore will have the same features as ZBrush 4R7 surely there would have to be some feature stripping somewhere considering the $120 - $150 price tag..

    See Artini's post 

    Artini said:

    Guess it is not, what I have hoped for: http://www.zbrushcentral.com/showthread.php?202273-Announcing-ZBrushCore/page6

    ... no auto retopo... no zspheres, no layers, no uv mapping, no mesh projection,
    no zmodeler, no shadowbox, basic polypaint, only 30 brushes
    ( dunno if you can edit them as much as normal zbrush)... really disappointing

    NO ADVANCED BRUSH / STROKE CUSTOMIZATION.... can't import brushes from zbrush
    and the big one..NO DECIMATION

    no scripts or plugins...

    But on http://zbrushcore.com/features

    it says, that ZSpheres are included, but no bridge to the other apps (GoZ) and no fibermesh.

    And Jabba's post

    Jabba said:

    I'm sure most of you already know that those fine people at Pixologic launched ZBrushCore last night and announced a further free upgrade to ZBrush 4 (so this will be 4R8).
    ZBrushCore is unconnected to Sculptris, it is 100% ZBrush "light" (imagine the relationship between Maya and Maya LT and you'll get the idea).

    If you pre-order ZBrushCore before its release on 14 October 2016, you get 20% off i.e. $119.95 instead of $149.95.  There will be a bundle with a Wacom tablet for $199.95 but no mention of it being available to pre-order.  zbrushcore.com

    Features include...
     - You will need the exact same system specs to run ZBrushCore as you need to run the full ZBrush.
     - All the controls are identical to ZBrush, because it is ZBrush but minus the advanced features.
     - Import OBJ files (you can only import OBJ).
     - You can export your sculpt as OBJ, STL and VRML (last two are for 3D printing).
     - ZBrushCore supports GoZ file format, but does not support the GoZ Bridge.
     - ZBrush to KeyShot Bridge support for professional rendering in KeyShot.
     - Basic BPR rendering.
     - Full 3D printing support (one click optimization, model hollowing for 3D printing) - some of these functions are not in the full ZBrush yet.
     - Custom language support.
     - YOU CAN USE ZBRUSHCORE COMMERCIALLY.

    LIMITATIONS
    - Polygon limit (per mesh) - 20million (full ZBrush is 100million).
    - 30 Brushes included & cannot import custom brushes - unsure if you can make your own inside ZBrushCore (full ZBrush includes 300+ Brushes and import as many as you want).
    - ZBrush 4R8 can open projects made in ZBrushCore, but not vice versa i.e. you cannot import ZTL from full versions of ZBrush.
    - Surface Noise is render effect in ZBrushCore but is actual geometry in ZBrush.
    - No 2D and 2.5D painting and drawing tools.
    - Document Resolution restricted to screen size (ZBrush goes up to 8K).
    - Texturing restricted to basic Polypainting (This is an area where there is a massive advantage in full ZBrush).
    - Masking and Polygroup capabilities are basic, unlike the full ZBrush.
    ALL OTHER ADVANCED FEATURES IN ZBRUSH ARE NOT INCLUDED IN ZBRUSHCORE e.g. No Shadowbox, no Fibermesh, no retopo tools, no UV tools, no decimation tools, no scripting, no plugins, no macros... and a whole bunch of other stuff that ZBrush pros take for granted using the full version.


    IS IT FOR YOU?
    - If you want to see if you can get good enough using ZBrush to sculpt art pieces/assets but without splashing out the full $800 for ZBrush, then this is for you (there has been no mention of ability to upgrade to full ZBrush - but if you get to the stage that you're ready for the full package, I'm sure you'll be prepared to pay the price by then too).
    - If you want to get started commercially but cannot afford ZBrush, then this is for you - but remember, ZBrushCore is limited, hence the cheap price... so you will also need a way to retopo your model and UV unwrap - perhaps Topogun2 would be a contender www.topogun.com ...your pipeline would maybe be ZBrushCore - Topogun 2 - Substance Painter (if looking to sell asset or make it game-ready).

    ***EDIT*** It depends what software you already have, and Topogun development is looking a bit dead (the Topogun 3 beta was supposed to be out last year but still no sign of it)... if you don't have Substance, you might prefer to go ZBrushCore - 3D Coat... or you could maybe go ZBrushCore - Blender - Substance ...Blender has a paid plug-in for excellent retopo results called RetopoFlow https://cgcookiemarkets.com/all-products/retopoflow/ (Blender could be used to texture also, but I use Substance myself, so I'm biased in that regard).


    - If you already use ZBrush, this is not for you.

    BUT PIXOLOGIC PROMISED NEXT RELEASE WOULD BE ZBRUSH 5...
    Technically, yes they did, so why are they releasing 4R8, which is a free upgrade to all 4R7 owners?  The reason given is that there are so many new features inside ZBrushCore that were planned for ZBrush 5 they thought there would be too much outcry from ZBrush users if they were having to wait on the improvements showcased in ZBrushCore, hence the decision to release 4R8 and continue working on the full version of ZBrush 5.

     

  • MythmakerMythmaker Posts: 606
    Jabba said:

    The one click optimization for 3D printing will automatically decimate to under 200,000 polygons... I don't know if you can optimize for 3D printing and then export as a reduced poly OBJ, but the "normal" ZBrush decimator options aren't included.  There's certainly some stuff we won't know until we can get hands-on with it.

    I saw that new mysterious decimator for 3D printing output thingy and was about to go whine on ZBrushcentral...whoa whoa not fair I paid full price whoa

    But Pixologic guys are just so smart and cool about it. Didn't see 4R8 coming, really, I didn't... would've settled for those being added at ZB5...

    Now I go sing praises on ZBrushcentral instead lol

  • Ghosty12Ghosty12 Posts: 2,077
    edited October 2016
    Mythmaker said:
    ghosty12 said:

    Gotta love the pre order bit, forking out $120 (sale) $150 normal pricing for a product not yet released is fraught with potential problems..  Just ask anyone who pre orders games what can happen, will be interesting to see how many ZBrush features have been stripped out of ZBrushCore even though they say that ZBrushCore will have the same features as ZBrush 4R7 surely there would have to be some feature stripping somewhere considering the $120 - $150 price tag..

    See Artini's post 

    Artini said:

    Guess it is not, what I have hoped for: http://www.zbrushcentral.com/showthread.php?202273-Announcing-ZBrushCore/page6

    ... no auto retopo... no zspheres, no layers, no uv mapping, no mesh projection,
    no zmodeler, no shadowbox, basic polypaint, only 30 brushes
    ( dunno if you can edit them as much as normal zbrush)... really disappointing

    NO ADVANCED BRUSH / STROKE CUSTOMIZATION.... can't import brushes from zbrush
    and the big one..NO DECIMATION

    no scripts or plugins...

    But on http://zbrushcore.com/features

    it says, that ZSpheres are included, but no bridge to the other apps (GoZ) and no fibermesh.

    And Jabba's post

    Jabba said:

    I'm sure most of you already know that those fine people at Pixologic launched ZBrushCore last night and announced a further free upgrade to ZBrush 4 (so this will be 4R8).
    ZBrushCore is unconnected to Sculptris, it is 100% ZBrush "light" (imagine the relationship between Maya and Maya LT and you'll get the idea).

    If you pre-order ZBrushCore before its release on 14 October 2016, you get 20% off i.e. $119.95 instead of $149.95.  There will be a bundle with a Wacom tablet for $199.95 but no mention of it being available to pre-order.  zbrushcore.com

    Features include...
     - You will need the exact same system specs to run ZBrushCore as you need to run the full ZBrush.
     - All the controls are identical to ZBrush, because it is ZBrush but minus the advanced features.
     - Import OBJ files (you can only import OBJ).
     - You can export your sculpt as OBJ, STL and VRML (last two are for 3D printing).
     - ZBrushCore supports GoZ file format, but does not support the GoZ Bridge.
     - ZBrush to KeyShot Bridge support for professional rendering in KeyShot.
     - Basic BPR rendering.
     - Full 3D printing support (one click optimization, model hollowing for 3D printing) - some of these functions are not in the full ZBrush yet.
     - Custom language support.
     - YOU CAN USE ZBRUSHCORE COMMERCIALLY.

    LIMITATIONS
    - Polygon limit (per mesh) - 20million (full ZBrush is 100million).
    - 30 Brushes included & cannot import custom brushes - unsure if you can make your own inside ZBrushCore (full ZBrush includes 300+ Brushes and import as many as you want).
    - ZBrush 4R8 can open projects made in ZBrushCore, but not vice versa i.e. you cannot import ZTL from full versions of ZBrush.
    - Surface Noise is render effect in ZBrushCore but is actual geometry in ZBrush.
    - No 2D and 2.5D painting and drawing tools.
    - Document Resolution restricted to screen size (ZBrush goes up to 8K).
    - Texturing restricted to basic Polypainting (This is an area where there is a massive advantage in full ZBrush).
    - Masking and Polygroup capabilities are basic, unlike the full ZBrush.
    ALL OTHER ADVANCED FEATURES IN ZBRUSH ARE NOT INCLUDED IN ZBRUSHCORE e.g. No Shadowbox, no Fibermesh, no retopo tools, no UV tools, no decimation tools, no scripting, no plugins, no macros... and a whole bunch of other stuff that ZBrush pros take for granted using the full version.


    IS IT FOR YOU?
    - If you want to see if you can get good enough using ZBrush to sculpt art pieces/assets but without splashing out the full $800 for ZBrush, then this is for you (there has been no mention of ability to upgrade to full ZBrush - but if you get to the stage that you're ready for the full package, I'm sure you'll be prepared to pay the price by then too).
    - If you want to get started commercially but cannot afford ZBrush, then this is for you - but remember, ZBrushCore is limited, hence the cheap price... so you will also need a way to retopo your model and UV unwrap - perhaps Topogun2 would be a contender www.topogun.com ...your pipeline would maybe be ZBrushCore - Topogun 2 - Substance Painter (if looking to sell asset or make it game-ready).

    ***EDIT*** It depends what software you already have, and Topogun development is looking a bit dead (the Topogun 3 beta was supposed to be out last year but still no sign of it)... if you don't have Substance, you might prefer to go ZBrushCore - 3D Coat... or you could maybe go ZBrushCore - Blender - Substance ...Blender has a paid plug-in for excellent retopo results called RetopoFlow https://cgcookiemarkets.com/all-products/retopoflow/ (Blender could be used to texture also, but I use Substance myself, so I'm biased in that regard).


    - If you already use ZBrush, this is not for you.

    BUT PIXOLOGIC PROMISED NEXT RELEASE WOULD BE ZBRUSH 5...
    Technically, yes they did, so why are they releasing 4R8, which is a free upgrade to all 4R7 owners?  The reason given is that there are so many new features inside ZBrushCore that were planned for ZBrush 5 they thought there would be too much outcry from ZBrush users if they were having to wait on the improvements showcased in ZBrushCore, hence the decision to release 4R8 and continue working on the full version of ZBrush 5.

     

    Yeah just saw what you wrote after I edited my post.. :) To me ZBrushCore looks to be just a glorified Sculptris but you have to pay for it..

    Post edited by Ghosty12 on
  • MythmakerMythmaker Posts: 606
    edited October 2016
    lx said:

    It seems like UVing is a nightmare for everyone in every program. The main workaround I've found for it is to model with UVs in mind from the beginning, though obviously sculptors wouldn't be able to do that. For me it was mostly that Daz products always have super neatly arranged UVs, and most of the PAs cite Zbrush as if nothing else existed, so I thought maybe Zbrush was automagically making them or something.

    UVmaster can be used like a auto-UV tool. But I'm very specific about my UV map's reusability through any pipeline (game engine/Substance/daz/poser/iclone/carrara/blah) so never settle for auto-gen results. But yes, UVmaster is designed as an intuitive near-instant solution for organic models like humanoids or weird monsters. Very handy and smart plugin indeed.

    This video gives a pretty good overview

     

    Post edited by Mythmaker on
  • lx_2807502lx_2807502 Posts: 2,996
    Mythmaker said:
    lx said:

    It seems like UVing is a nightmare for everyone in every program. The main workaround I've found for it is to model with UVs in mind from the beginning, though obviously sculptors wouldn't be able to do that. For me it was mostly that Daz products always have super neatly arranged UVs, and most of the PAs cite Zbrush as if nothing else existed, so I thought maybe Zbrush was automagically making them or something.

    UVmaster can be used like a auto-UV tool. But I'm very specific about my UV map's reusability through any pipeline (game engine/Substance/daz/poser/iclone/carrara/blah) so never settle for auto-gen results. But yes, UVmaster is designed as an intuitive near-instant solution for organic models like humanoids or weird monsters. Very handy and smart plugin indeed.

    This video gives a pretty good overview

     

    Ah good to know, thanks for the info.

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