Monday, June 29, 2009

Introducing GoZBrush - PART 2!!

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Empowering artists to reach their highest level of creativity has always been our mission here at Pixologic.

This second movie preview is a short demo of the GoZ flexibility and the dramatic impact it can have on your existing workflow.
By removing the barriers between ZBrush and your other GoZ-enabled application, GoZ allows you to effortlessly take full
advantage of the best features and strengths of each application resulting in a highly efficient and creative workflow.

With GoZ there is no need to invest time in setting up shading networks for your normal, displacement, and texture maps.
With a single click of a button, GoZ will transfer your mesh to a GoZ-enabled application of your choice, and instantly
set up all the appropriate shading networks for you. Upon sending your mesh back to ZBrush, GoZ will automatically
remap the existing high-resolution details to the incoming mesh, GoZ will take care of simpler operations -
such as correcting points & polygons order - as well as more advanced operations that require complete
remapping. The updated mesh is immediately ready for further detailing, map extractions,
and transferring to any other GoZ-enabled application.

Enjoy the preview movie and get ready to GoZ

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Today, again, Pixologic released new feature movie that about GoZBrush included with ZBrush4.

It's so amazing! That is thorough overthrown our old workflow! How can do that? GoZBrush is fully ignored UV limit!!


在開頭,首先要強調,一切的一切仍以真正使用後為準....

不過,這真是太神奇了!!簡直徹底顛覆現在的製作流程,在ZB3.1中的限制現在看起來已經被完全打破了!

從官方秀出的影片中可看到GoZBrush徹底忽略現有的UV限制,不但可以破壞性的改變模型結構,更甚至可以進一步輸出貼圖(normal, displacement...)....哇!怎麼做到的?

期待更進一步的革新,ZBrush!^^

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