ZBrush?
by Kirby Webber · in Artist Corner · 04/02/2004 (9:14 am) · 8 replies
I have been reviewing some of the higher end modelling apps available, and truth be known, amny of them are waaaaaay too expensive for my budget, like several thousand dollars too expensive.
That said, Max, Lightwave, Maya, Rhino and there like are completely out of the question.
Enter ZBrush.
With 2(.5D) painting capabilities, modelling (ala ZSpheres) and UV mapping, it seems like a very attractive package. The price is right (IMO) to boot.
Now, the artist in me looks at the ZSphere modelling method and drools. The uv mapping, coordinate correction are very enticing, not too mention the ability to generate multiple resolutions (LODs anyone?) "on the fly".
In steps my programmer side. The ability to generate high and low poly versions of the same mesh is attractive, and with the utilities ATI is throwing on the market (for free none-the-less) the prospect of using normal maps is appealing too.
What concerns my "programmer self" is an apparent lack of control over vertice placement, joint accomodation and the like. Basically - if I am going to have to optimize the output to the nth degree, then why bother?
So my question to the community is this... is anyone here using ZBRush in there development and how does it "rate" as far as functionality and usefulness within the game development cycle?
Thanks in advance.
That said, Max, Lightwave, Maya, Rhino and there like are completely out of the question.
Enter ZBrush.
With 2(.5D) painting capabilities, modelling (ala ZSpheres) and UV mapping, it seems like a very attractive package. The price is right (IMO) to boot.
Now, the artist in me looks at the ZSphere modelling method and drools. The uv mapping, coordinate correction are very enticing, not too mention the ability to generate multiple resolutions (LODs anyone?) "on the fly".
In steps my programmer side. The ability to generate high and low poly versions of the same mesh is attractive, and with the utilities ATI is throwing on the market (for free none-the-less) the prospect of using normal maps is appealing too.
What concerns my "programmer self" is an apparent lack of control over vertice placement, joint accomodation and the like. Basically - if I am going to have to optimize the output to the nth degree, then why bother?
So my question to the community is this... is anyone here using ZBRush in there development and how does it "rate" as far as functionality and usefulness within the game development cycle?
Thanks in advance.
#2
Right now I'm using zbrush (zspheres) to do modeling and textureing and then I export the mesh and bring it into TrueSpace or GameSpace and use our DTS exporter to save the file for use with Torque. Since our DTS exporter can auto generate LOD that even work with animated objects, its a big time saver. For non animated objects I may consider using zbrush for manual LOD objects.
@David - The code for our DTS exporter will be posted as a resource soon. You may want to add the auto level of detail code into the lightwave exporter as well.
Zspheres is one of the most intuitive ways to model I've ever used. I have yet to use anything else that matches Zbrush in speed or flexibility. Zbrush 2 was just released yesterday anyone who hasn't should go take a look at it.
Later,
Matt
04/02/2004 (12:39 pm)
Hello,Right now I'm using zbrush (zspheres) to do modeling and textureing and then I export the mesh and bring it into TrueSpace or GameSpace and use our DTS exporter to save the file for use with Torque. Since our DTS exporter can auto generate LOD that even work with animated objects, its a big time saver. For non animated objects I may consider using zbrush for manual LOD objects.
@David - The code for our DTS exporter will be posted as a resource soon. You may want to add the auto level of detail code into the lightwave exporter as well.
Zspheres is one of the most intuitive ways to model I've ever used. I have yet to use anything else that matches Zbrush in speed or flexibility. Zbrush 2 was just released yesterday anyone who hasn't should go take a look at it.
Later,
Matt
#3
I have been fiddling with the ZBrush demo for several days now and I have to say that I'm impressed.
Typically I "rotoscope" my models from sketches or photographs, but with the speed and flexibility offered by ZSpheres, I can prototype and visualize at incredible speed - this from a ZBrush newb.
I can see the power of ZBrush, heck, it's undeniable at this point. Knowing now that it fits well within the game content pipeline (with a little elbow grease it seems) I may get very serious about adding it to my suite in the very near future.
Cheers. =)
04/05/2004 (7:04 am)
Thanks for the input guys.I have been fiddling with the ZBrush demo for several days now and I have to say that I'm impressed.
Typically I "rotoscope" my models from sketches or photographs, but with the speed and flexibility offered by ZSpheres, I can prototype and visualize at incredible speed - this from a ZBrush newb.
I can see the power of ZBrush, heck, it's undeniable at this point. Knowing now that it fits well within the game content pipeline (with a little elbow grease it seems) I may get very serious about adding it to my suite in the very near future.
Cheers. =)
#4
Great tool though.
04/05/2004 (9:14 am)
I found ZBrush produced geometry that wasn't so great for animating (although note i'm NOT a very good artist). If I was going to use it it would be 3D App (Max) for the 'basic hull' then ZBrush for the detail then back for the export. Version 2 looks like it has some really nice features. Annoying it just gained a huge price hike though.Great tool though.
#5
07/10/2004 (9:21 am)
Don't use zbrush for low res models, NEVER. Its not made for that. You will wind up with very crappy. It's only use in game dev comes with highpoly models to be used in normal mapping. Of course the base mesh will have to be made in a highend package like max or maya. So, normal mapping is it's only game dev use.
#6
Although you can definitely find a cheaper way to do it. :)
01/10/2009 (1:38 am)
At the very least, ZBrush looks like an outstanding application for generating normal/bump maps for your low res geometry, created in another application (3DS, Maya, etc) and imported as .obj ...Although you can definitely find a cheaper way to do it. :)
#7
You can create a lot of basic shapes with zspheres and basic geometric shapes, but it's primarily an intuitive/true modelling tool.
Creating animated characetrs isn't fully supported (yet) but it seems to be on it's way fast!
But havent found any dts exporter for zbrush, (or havent looked the right places) so you have to export your model in obj format and create dts or difs in another app, which is about the only downside i see in zbrush atm.
All in all, It's the best 3D tool I ever invested in, but not up to speed on the character animation side yet (dsq export)
01/10/2009 (2:27 am)
Z brush delivers very high quality for low budget need in my opinion.You can create a lot of basic shapes with zspheres and basic geometric shapes, but it's primarily an intuitive/true modelling tool.
Creating animated characetrs isn't fully supported (yet) but it seems to be on it's way fast!
But havent found any dts exporter for zbrush, (or havent looked the right places) so you have to export your model in obj format and create dts or difs in another app, which is about the only downside i see in zbrush atm.
All in all, It's the best 3D tool I ever invested in, but not up to speed on the character animation side yet (dsq export)
#8
Don't listen to the haters. Zbrush can make low poly models just fine. The whole point is to use the high poly model to generate the normal maps for the low poly model ie- what zbrush does best. I use TGE so I skip the normal mapping part, but its always there for when I upgrade :P
01/12/2009 (8:19 pm)
I use Zbrush for low poly modeling. Zspheres get you on the right track, and with the ability to go up or down detail levels its all a piece of cake. I usually export to OBJ, import into MS3D for touchup, then skin in UUW3D and animate. The new MS3D exporter AUTO GENERATES level of detail while keeping animation intact, so its even better. Don't listen to the haters. Zbrush can make low poly models just fine. The whole point is to use the high poly model to generate the normal maps for the low poly model ie- what zbrush does best. I use TGE so I skip the normal mapping part, but its always there for when I upgrade :P
Associate David Wyand
Gnometech Inc.
It may be worthwhile to post your query at www.cgtalk.com.
- LightWave Dave