ZBrush is a digital sculpting tool that combines 3D modeling, texturing and painting.
Designed around a principle of circularity, the menus in ZBrush work together in a non-linear and mode-free method. This facilitates the interaction of 3D models, 2D images and 2.5D Pixols in new and unique ways.
Like a pixel, each pixol contains information on X and Y position and color values. Additionally, it contains information on depth (or Z position), orientation and material. ZBrush related files store pixol information, but when these maps are exported (e.g., to JPEG or PNG formats) they are flattened and the pixol data is lost. This technique is similar in concept to a voxel, another kind of 3D pixel.
IMM Insert Multi Mesh Brushes combine entire libraries of objects into a single brush. Select from any object within the brush, then insert it into your model. Easily convert any Tool to an Insert brush with a single click. If your Tool has multiple SubTools, an Insert Multi Mesh brush will be created, allowing you to select from any of its objects at any time.
Tri IMM Tri Part Multi Mesh Brushes advances the Insert Brush features even further, using PolyGroups to define end cap objects along with a middle segment. When you draw a curve, the end caps will be placed at either end with the middle segment being duplicated along the curve's length. Instantly build chains, zippers and other complex shapes in full 3D. In addition to Tri IMM, the new Curve Brushes can be used to draw almost anything!
QRemesher Alpha frees you from the complex tasks of creating new model topology. QRemesher can automatically or semi-automatically clean up your mesh topology. Special automasking and other control features including curve guides let you control the retopology, when necessary, to get the best results quickly and easily.
Topology Brush provides manual control over topology creation for those times when you wish to re-topologize your work with precision. It uses ZBrush 4R4's optimized curve engine to let you draw new polygons on the fly, after which a simple click on the support surface instantly generates the new polygons -- with or without thickness. Build form-fitting props complete with thickness or redesign a partial surface, ready to replace part of your existing mesh.
Mesh Fusion swaps part of your model's surface with another piece of topology, automatically bridging the polygons to maintain a seamless mesh. Simply define PolyGroups on your model and then replace those areas with a new mesh! ZBrush merges the new element into the support mesh by bridging the polygons at the insertion boundary.
Grid System Reference Images can now be applied to the ZBrush Grids. Load your images for the front, side and top views to more easily create artwork based on references. This even works with Shadow Box. Different images may even be assigned to opposite sides of each plane, giving you the effect of a reference cube surrounding your sculpt. Additionally, your model or even a simple plan with a texture applied on it can be snapshot to the Background image so that if follows your camera rotations.
UndoHistory With over 10,000 available steps gives you virtually unlimited Undo capabilities. This History is saved as part of the ZBrush Project format, meaning that your steps will be maintained even across multiple sessions. A History slider makes it easy to scrub through your Undo History, you can play through the steps like a movie. In fact, you can even make a movie out of your History, complete with special controls to optimize (or replace) camera movement, object centering and more. The result is a far more enjoyable playback than if you had simply recorded your sculpting session using traditional video capture.
TransPose Enhancements provide a world axis selector so that you can switch to any working plane orientation with a single click, or snap the Action Line to your surface normal anywhere on the model. In addition, there are new Inflate and Flatten functions which are especially useful for hard surface sculpting.
DynaMesh Enhancements provide increased resolution (up to 2048) and the capability to combine SubTools using DynaMesh -- even defining specific SubTools as negative volumes. You can accomplish amazing things simply by combining basic shapes in original ways.
Tool and Geometry
- Maximum DynaMesh resolution has been increased to 2048.
- Mask Peaks and Valleys function detects portions of the mesh with the greatest detail density. This function is used internally by QRemesher but is also available for general use via the AutoMasking options.
- Quickly create a PolyGroup from a mask. This is especially useful with the new topology replacement features.
- New Cluster option for the Group Visible function controls the way its randomization will act.
- Grow All visibility function makes all the current mesh's polygons visible.
- Mesh to Brush function converts the mesh of an Insert Mesh brush to a new Tool.
- New topology cleaning tools: Merge Triangles and Weld Points.
- Mesh Extract gains two new controls: Corner Quad to Triangle and Thin Border.
- Merging different SubTools which are FiberMesh aware preserves the designation if they have the same number of vertices per fiber.
- The Group Visible function is now FiberMesh aware and uses the Coverage value to regroup the fibers.
- The Split Hidden and Group Split functions are now fiber aware.
- The Inflate deformer now has a reduced effect when used on a FiberMesh.
Render and Materials
- New Vibrant Shadows and AO setting generates more strongly color-saturated shadows.
- The Background image can now be tilted.
- The Background image may now be synchronized with your model's rotation.
- Vector Displacement map export quality has been improved.
- UV Offset has been added in the Preferences palette's Export options for use with Vector Displacement.
- .EXR File format has been added for Vector Displacement maps.
- GoZ now supports Maya 2013 and Luxology modo 601. (Note: modo 601 on OSX requires a manual update when importing a model.)
- XPose now displays the SubTools as a contact sheet.
- Improved notification when saving large projects. (2Gb to 4Gb)
- New SubTool commands Delete All and Delete Other help to quickly clean your projects.
- Improved overall Projection speed.
- ZBrush preferences settings are now stored in a Public folder for improved permissions compatibility with Windows and Mac.
- The location of the ZBrush virtual memory/cache files can now be changed, providing performance improvements on systems where the system drive is not the computer's fastest drive or is running low on disk space.
- New ZScript commands have been added, mainly to manage the SubTools.
- Enjoy optimized geometry at all times, providing freedom to deform your mesh wherever your imagination takes you.
- Add, subtract and intersect geometry using Boolean-style operations – without producing untidy polygons.
- Create internal shells to develop specific shapes or optimize a model for 3D printing.
- Can be combined with the new ClayPolish surface modification.
- PolyPaint updates as the geometry is optimized.
- Supports Projection mode, which is useful when converting a detailed model to DynaMesh.
- In addition to DynaMesh, ZBrush 4R2 delivers a powerful set of new tools, functions and features. These include a new Curve mode that can be used with any Stroke type, a Clay Polish topology modifier and several new sculpting brush presets. When combined with the existing ZBrush features, these will empower your creative juices like never before.
- Freeze geometry to edit base mesh topology without losing high resolution details.
- Improved Close Hole function.
- ClayPolish to sharpen edges and soften surfaces. Helps simulate real clay sculpting.
- Enable transparency when inserting a mesh for better depth and positioning control.
- Use modifiers to change proportions of the inserted mesh.
- Use any existing model as your insert brush.
- New Curve mode sweeps the current brush along a definable curve.
- Update curves after drawing them to adjust the swept strokes.
- Create new geometry by simply drawing a curve together with the new CurveFill brushes.
- Duplicate your current mesh with a simple Ctrl+click.
- Duplicate an inserted object as a negative mesh to cut into a surface with DynaMesh.
- Combine with masking to extrude faces.
Best Preview Render (BPR)
- More accurate rendering.
- Render pipeline has been updated to 32 bits per channel.
- The BPR saves shadows and other calculation-intensive data, only updating as needed (such as when rotating the model). Make a variety of color and material changes without needing to wait for long re-renders.
- Smooth Normal feature softens polygon edges when rendering, without needing to subdivide.
- Material Blending renders materials with smooth transitions between them.
- Real-Time Wax preview.
- Supports any 2:1 ratio Background image, including HDRI for dazzling realism.
- Scene floor grid can slice objects and be used as a shadow catcher. Excellent for scene integration!
- Make objects invisible to shadows or invisibly cast shadows.
- SubTools can have their own settings for Transparency, Invisible and/or Smooth Normal features.
- New preset brushes provide examples of how to take advantage of ZBrush 4R4's key features: Curve Strap, Curve Track, Insert types and more.
- Create Insert and Multi Mesh Insert brushes with a single click.
- Insert Brushes now use the brush Imbed setting to define the depth of the insertion.
- Insert Brushes now use the Z Intensity setting to apply a squash factor along the insertion normal.
- Projection Strength function conforms the inserted mesh to the underlying surface.
- Be recognized for your contributions! You can now provide your name and website info to a brush before exporting and sharing it with the community.
- New Slice brush to add an edge loop with new PolyGroups on either side. Supports curves.
- Combine Slice Brush with DynaMesh to create separate solids.
- New Curve Fill brush to freely draw an extruded closed shape.
- Numerous new preset brushes to get started with many new ZBrush features immediately. (Insert, Curve, etc.)
- Even the shakiest of hands will have tremendous control over the direction of their strokes. By enabling Lazy Mouse while sculpting in ZBrush, you get surgical accuracy as you brush across the surface of your model. Sculpt with smooth flowing curves or make perfectly strait line across your surface. Whether you are using a mouse or a tablet to sculpt inside ZBrush, Lazy mouse and its many settings give you the precision you need to create any style of strokes quickly and easily.
- Use the freehand stoke to brush across the surface the way you would in real life, or switch your stroke type to gain even more control over the surface you are sculpting. Use the spray stroke to add a random spray effect as you sculpt. The Drag Rectangle Stroke allows you to draw out exact details like skin pores all the way to sharp mechanical parts.
- Using different alphas as you sculpt gives you unlimited control over how you deform your surface. Create realistic wood grains, scaly skin, feathers and so much more. You can use any the may alphas that come with ZBrush or use any image to create your own.
Editable Brush Curves
- Adding to the endless controls you have over your brushes in ZBrush is the ability to edit the shape of your brush. The easy to use curve allows you to precisely change the shape you sculpt into the surface. You can even create curves that transition between hard edges to soft rounded ones.
- Gravity allows simulation of gravity, wind, magnetism, or other directional effects that 'pull' (or push) at the surface of your model. When gravity is on, your regular sculpting will be modified by a pull in the direction of the gravity. Imagine windblown cloth, or the heavy folds of elephant skin.
- Polypainting allows painting on a model's surface without first assigning a texture map. A texture map can be created at a later time, and the painted surface can be transferred to the map. Polypainting offers significant advantages compared to standard workflow.
- Unlike ordinary pixels found in other 2D applications which contain only color and position information, ZBrush’s Pixol contains color, position, depth, lighting, and material information.
- Transpose lets you quickly isolate parts of your model which can then be deformed, positioned, scaled and rotated with incredible actuary. No need for complicated rigging or tedious painting of weights, just select and pose! Achieve realistic muscle deformation as you bend a limb into a flexed position, then quickly return your geometry back to its original position.
- ZSpheres allow you to quickly create a base mesh with clean topology, which can then be sculpted into any form. The power of ZSphere lies with in their simplicity. From a single ZSphere you can easily grow new ones, which can then be scaled, moved, and rotated into any form. Now you can enjoy creating the geometry for your characters while posing in real time.
- Surface Noise gives you unprecedented control over the look and feel of your 3D surfaces. You can apply an endless variety of noise types directly to any surfaces regardless of polycount while maintaining the strength, size, and color of the noise you want to work with.
- Layers allow for a non-linear workflow. Artists are able to work with a model at many different stages of development simultaneously. Artists can add details such as a reptile's skin scales then turn those details off and refine the major forms underlying them. If a director is calling for more damage on a piece of armor simply dial up the intensity of that layer. If you want to see that same mesh with out any damage at all just turn that layer off.
- In ZBrush you can create a surface material and lighting environment simply by painting an object so that it looks like you want it to look. You can create that surface material by sampling points from an existing image that already features the material and lighting environment you want. For a great many (probably the majority) materials and lighting environments, this is exactly what MatCap (Material Capture), allows you to do.
- SubTools permit a single (logical) mesh to be treated as many independent objects. Like polygroups, they split a single model into several different components, but the emphasis on SubTools is allowing you to work with each component as if it were a separate mesh. SubTools increases the amount of polygons you can work with by allowing each SubTool to have as many polygons as your system can handle. For example, if your system can handle 8 million polygons for one SubTool you can have a model equal to 32 million polygons by having 4 SubTools of 8 million polygons each.
- Mesh extraction is a fast and powerful way to create new parts to your model. Using existing geometry you can quickly and easily create a jacket, a helmet, gloves, whatever your character may need! Mesh Extractions works by isolating parts of one model and, in a sense, duplicating that as another mesh. It also 'cleans' the edge of the extracted mesh to create a smooth, even boundary.
- While working with a 3D model (usually a very high-resolution one-the more "standard" 3D tools are usually used when sculpting low- and medium-resolution details), you activate Projection Master to convert the visible portion of your model into pixols on the canvas.
- The deformations features inside ZBrush allow you to easily apply twist, stretch, bend, and a variety of other unique changes to any 3D mesh. with over 20 powerful deformation types that can be applied in any axis, you have the ability to create advanced shapes with just a few clicks. By using the power of ZBrush to deform millions of polygons with ease, you don't have to worry about how complex the shape you want may be.
- HD Geometry is the next evolution in digital sculpting. With the ability to divide your model up to a billion polygons, now your limits are based only on what you can imagine. You can focus your attention on specific area of your 3D creation while ZBrush handles the rest of your model in a very system friendly way.
- There are a wide range of attributes that can change the initial state of a ZBrush primitive. This gives you a great level of control over the shape of the primitive you start sculpting with. Quickly and easily change a cone into a torso or a single plan into any shape you can imagine by using ZBrush’s powerful curves.
- Curves are used within ZBrush to make powerful editing of a feature intuitive and much more powerful. This is also the case with ZBrush primitives. By editing a primitive’s curve you can create an endless number of shapes with both rounded surfaces mixed with hard edges.
Normal Maps and ZMapper
- The built-in open GL viewer allows artists to see their normal maps in action directly on the model without leaving ZBrush. Artists can also view their wire frame, normals, tangents, and UV seams directly in the viewer allowing for fast troubleshooting.
- Built into ZMapper is a simple to use interface that gives artists and programmers complete control over their normal maps. Every permutation of normal map generation is possible and easy to do with ZMapper's Expert Options. Artists can create tangent space maps, world space maps, flip their red channels, swap their red and green channels, and derive their tangents from their normal and binormals as well as a host of other options.
- ZMapper uses some of the unique features of ZBrush, such as multi-resolution subdivision surfaces, to make the creation of normal maps a quick and easy process. Here's a quick preview of a typical use of ZMapper, so you can have an idea of how it fits in with ZBrush.Create a low-resolution model to your liking and (in ZBrush, using the multiple subdivision levels feature) a high-resolution model that is a subdivision of the low-resolution model.
Decimation Master is a free Plugin for ZBrush that allows you to greatly reduce the poly count of a model while preserving the high resolution detail. You can interactively choose up to what percentage you optimize different areas of your mesh giving you a high level of control over how you preserve details while lowering your poly count.
- Highly detailed renders in other application with out the need for normal or displacement maps
- Optimization for characters and in game assets
- Optimizing models for 3D printing or rapid prototyping purposes
- Preform quick decimation at any percentage
- Optimize with two powerful methods for a better control over your mesh
- Optimization based on the polypainting information
- Use symmetry and partial symmetry
- Optimization of your UVs for exporting models for 3D Color printing
- Export all SubTool as one OBJ file
- Clone all SubTools
- PaintStop is a powerful addition to ZBrush's extensive plugin library which configures your user interface and settings to give you the true to life feel of using real world art tools. In addition to the many brushes, pencils, and paints that are available in PaintStop, you can choose from a variety of different canvas types to change the look and feel of your final piece.
- UV Master is a free plugin which will create very efficient UVs for your models with a single click. Because the UV maps generated by the plugin can be in one UV island you will be able to understand your model's UVs in any 2D image editor and paint or edit them like you would do with manually unwrapped UVs.
- 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 simple 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.
Currently Only available for Mac OS X
Current GoZ enabled applications
- 3ds Max
- Cinema 4D
- Save all loaded tools, document size, light, material, timeline and render settings in one click.
- ZBrush 4 even includes sample projects to help you discover new features.
Best Preview Render
- Renders Shadows, Ambient Occlusion, Fibers, SSS and Transparency with advanced anti-aliasing.
- Multi-pass rendering with Shadow, Color, Ambient Occlusion, Mask and Depth as separate maps.
- Render for still images or animations.
- Timeline for more than just simple turntables and animations.
- Keyframe management: copy, move, etc.
- Audio support with color beats for manual animation synchronization.
- Fade in/out and cut keyframes for nice transitions.
- Ease in/out keyframes.
- MDD animation file format support for exporting and importing animation.
- Animation-capable layers, Tools, ZSpheres, background and more.
- Shadow Box for free-form creation.
- Move Elastic Brush to create stretch-free extrusions.
- Reproject improved for more finely tuned control of the results.
- Mannequin for quick scene setup.
- TransPose units to help you in proportions and sizes.
- Clip brushes for slicing your models.
- By Radius and By Polygroups modes for the Clip brushes.
- Shadow Box to create original sculpting bases, combined with radial symmetry.
- New Strokes: Circle, Square, Curves.
- MatchMaker, the perfect brush to deform your mesh to conform to other 3D models.
- Deco brushes, turn, spin - perfect for creative patterns!
- Clay Buildup will be your new Clay brush for the rough sculpting.
- Move Elastic, Move Topo, Move Parts: Stretch and deform with no constraints.
- Roll mode improved with the Roll distance.
- New lasso/marquee selection mode, circle by center, perfect circle, curve for masking and hiding.
- Marquee, Lasso and Circle strokes working with symmetry for hiding, masking and slicing.
Pipeline and Productivity
- GoZ with Autodesk Maya (2008, 2009, 2010, 2011), Autodesk 3DSMax (2009, 2010, 2011), Luxology modo 401 (Sp2 to sp5), Cinema 4D R11 and R11.5
- GoZ SDK for integrating GoZ in additional software packages.
- Xpose to explode all SubTools, making it easy to work on a hidden one or create stunning animated effects.
- SubTool Duplicate and Insert, List All + ABC, Merge All for more flexibility when working on complex models.
- Solo mode to quickly isolate the current SubTool.
3D Painting and Materials
- PolyPaint Layers for more freedom in 3D painting.
- SpotLight to edit textures on the fly and then use them to paint by projection.
- Gradient transparency for anti-aliased transparency in PolyPainting.
- New shaders: Fast Overlay and Fresnel Overlay for more effects in your materials.
- New Fresnel and SSS settings for more realistic materials!
- New Blinn Specular added to the default shader for a better skin specular effect.
- Large number of blending modes between materials: Add, Subtract, difference, darken, etc.
- Topology auto masking to protect closed areas which are not directly connected.
- Elasticity settings to stretch your model without stretching the topology.
- Orientation settings: rotate your alphas while sculpting.
- Tile alphas for more creativity with brushes.
- Non-Square alphas are supported, avoiding distortions.
- Contact support for SubTools: deform multiple SubTools while maintaining your defined contact points between them!
- Relax Deformation: relax your topology without altering the shape.
- Inflate Balloon Deformation for a variation of the relax deformation.
- Deformations are now in real-time when moving the sliders, giving you live feedback.
- New File menu to manage all content.
- Decimation Master is now 64bits.
- Original size is kept when exporting with 3D Print Exporter.
- Unwrap all SubTools at once with UVMaster.
- New Multi-map exporter for fast and easy creation of many maps at once including: normal, displacement, ambient occlusion, etc.
- Various additions in SubTool Master and TransPose Master.
Dynamic Brush Size - Makes it possible for the brush size to dynamically change as the model moves closer or further away from the camera. This becomes extremely helpful when sculpting items such as bolts, alpha pattern, scales, and etc. No matter the distance the model is from the camera the bolt, alpha pattern and scales will remain the same size due to the brush dynamically changing.
Panel Loops - With Panel Loops you can convert your model’s PolyGroups into panels of polygons with or without thickness, or even as extruded surfaces. The edges of these panels are created with a custom bevel around them defined by an editable curve. This is a great companion to ZBrush’s existing Mesh Extract feature, providing advanced control over the final result. Borders will have clean polygons loops even on low resolution models. They can have inner or outer panels (or both) and can be created as an extrusion from the original surface or as entirely separate pieces.
Delete Loops - Allows you to remove unnecessary edge loops. At higher settings it can also drastically change the shape of your model.
Align Loops - An alternative to the Delete Loops feature, this produces the same visual effect but doesn’t change the model’s topology.
Improved Frame Mesh - Creates curves based on the model’s PolyGroups, creased edges or it outline. These curves can then be used with any of the curve-based sculpting brushes.
PolyGroup Enhancements - Several functions have been added relating to ZBrush’s Poly-Group options. You can now group by normals, merge stray groups (useful when groups have been auto-assigned), crease or uncrease by PolyGroup and also aSmart Polish By Feature function to improve your mesh shape without losing volume.
Posterize - Posterization takes a smooth gradient and converts it to fewer steps with abrupt changes between them; a staircase kind of effect. With additions made to the profile curves, Material Mixer, BPR Filters and a new 3D Posterize feature, you can now easily create a cell shaded render.
Polish - A new set of Polish sliders has been added in the Tool >> Deformation sub-palette to improve your surface and make them cleaner, especially for hard surface models and product design objects. It includes the so powerful Polish by Features, but also the Polish by PolyGroups and Polish by Crisp Edges.
See-Through Mode - Makes the entire interface transparent so that you can see open windows behind ZBrush. As an example, you can use your browser to find a reference image and sculpt against it without even needing to import it into ZBrush!
Auto Save - ZBrush will now periodically and automatically save your work in a temporary project file. It will also auto-save when ZBrush is idle, such as if you’re away from your computer or switch to another application without first closing ZBrush.
ZBrush is also loaded with many other enhancements and additions:
- Mouse Wheel Support: Assign the mouse wheel to any slider in the same way that you would assign a hot key.
- Blurring the mask by the Ctrl key can now be disabled through the Preference >> Edit sub-palette.
- Toggle between the Selection type brushes by tapping the Ctrl key in order to more easily switch between these brushes.
- Topology Brush has been improved and also benefits from the Dynamic brush mode.
- The TransPose line can now be instantly aligned with the canvas, rotating the model to that angle without spinning it.
- Convert inserted meshes to a separate SubTool via the new SubTool >> Split UnMasked Points feature. For example, IMM brush insertions can be separated from the support mesh.
- The Size/Scale of the current SubTool can be set in the Tool >> Geometry sub-palette. Unlike with Deformations, these sliders will retain their values and always operate relative to the original scale of the model.
- The Smooth algorithm for DynaMesh and ShadowBox have been improved and better preserves the original volume.
- MicroMesh has a new option to align vertices, allowing all inserted meshes to face the same direction.
- Tool >> Geometry >> Delete by Symmetry is the opposite of the Mirror and Weld function. It deletes half of your object, based on the designated axial working planes.
- Additions have been made to the PolyGroups features. Merge Stray Groups removes isolated PolyGroups composed of few polygons. Groups by Normal can create PolyGroups based on surface angles. You can also crease and uncrease by PolyGroups.
- It is now possible to export your images in PNG file format with transparency. Your document background will become transparent, making your image editing tasks easier.
Version / Release UpdatesZBrush 4R7 is released!
ZBrush 4R7 is the final iteration within the ZBrush 4 series before ZBrush 5.0. As with previous point releases, it doesn't simply make a few minor changes but rather is packed with major additions. In fact, 4R7 is one of the most extensive releases since ZBrush 4 came out.
Signature features in ZBrush 4R7 include: ArrayMesh, NanoMesh and ZModeler with QMesh. All of these features are useful throughout the creative process, from initial creation of your model to beautifying your artwork. They allow you to stay within ZBrush for more of your workflow, doing things that were either impractical or even outright impossible to accomplish before now.
Beyond its feature set, the core of ZBrush is being reworked and 4R7 will be the first version of ZBrush that is released with optional 64-bit support.3 This will allow you to fully harness your machine’s computing power, not only allowing for higher polygon counts but also making it possible for you the artist to create more art in less time!
ZBrush Artist: Cki Vang
With ZBrush 4R7 comes the ZModeler brush. This smart polygonal modeling system is designed to simplify your creation process. Quickly and dynamically create new shapes, doing so more easily than ever before possible: fuse polygons, delete full blocks of geometry, connect parts with advanced paths, and repeat your actions with a single click!
With the ZModeler brush, ZBrush takes a quantum leap beyond the organics that it is already relied upon for. You can refine the shape of your model in real-time to revolutionize how you create hard surface models, architectural structures or highly detailed environments. The possibilities are endless.
MULTIPLE INSTANCES AND INFINITE DETAILS
ZBrush Artist: David Schultz
Instances and Details
With the new NanoMesh and ArrayMesh features, you as the artist can bring more complexity and detail to your work while still maintaining a low polygon count. Both NanoMesh and ArrayMesh will allow for multiple instances of any object to be created and then adjusted in a matter of seconds.
ZBrush Artist: Stefan Morrell
Render with Complete Details
With ZBrush 4R7 the BPR Render system will now render all Surface Noise as displacement, deforming the mesh to match the attributes of any procedurally created noise. It is like having a displacement map without needing to actually create the map. See extremely detailed results at render time regardless of polygon count.
ZBRUSH TO KEYSHOT
With the ZBrush to Keyshot Bridge1 you can seamlessly connect ZBrush with KeyShot 5 to produce hyper-realistic and high quality images. If you don't already own KeyShot 5 or if its price is simply out of your reach, a "special edition" KeyShot for ZBrush is also available2.
The KeyShot to ZBrush Bridge changes your Best Preview Render (BPR) button to instead send your models to KeyShot with a single click. All associated data transfers automatically, including materials, displaced geometries, procedural noise, PolyPaint or textures -- and of course the new NanoMesh and ArrayMesh. If ZBrush can display it, KeyShot can render it!
Push the boundaries of your imagination with the ZBrush 4R7 64-bit Preview Edition3. ZBrush can now tap all available computer memory and processing power for more details, even more complex models and faster operations.
Retopologizing has never been as artist-friendly as with ZRemesher 2.0. With a single click, you can automatically produce organic or hard surface topology without spirals. If one-click topology isn't the right answer for every situation, you can intuitively take control of the re-topology process with curves to assist in determining polygon flow.
As with past updates, ZBrush 4R7 doesn't stop at major features. It also includes numerous other additions which will improve your productivity and creativity. A few are:
- Replay Last can now be reapplied to any portion of the model.
- Background images applied with the Grid system can now be projected onto your model for a painted guide in your newest creations.
- Start any sculpt with the new polygonal Cube, Sphere and Cylinder primitives.
- Automatically center the TransPose line on any unmasked, partially visible or symmetrical piece of geometry with one click.
- Copy and Paste between Tools, SubTools and even Projects.
- And whole lot more!
ZBrush 4R7 is a FREE upgrade to existing registered users. Visit the Pixologic Download Center for more information.
Specifications & Licensing
ZBrush 4 - Windows
OS: Windows Vista or newer
CPU: Pentium D or newer (or equivalent such as AMD Athlon 64 X2 or newer) with optional multithreading or hyperthreading capabilities
RAM: 6 GB recommended. (ZBrush 4 is a 32-bit application, but can use up to 4 GB of system RAM.)
Monitor: 1280x1024 monitor resolution or higher (32 bits)
Disk Space: 750 MB for ZBrush, plus 16 GB for the scratch disk.
Pen tablet: Wacom or Wacom compatible.
Minimum System Requirements:
Operating System: Windows Vista or newer.
CPU: P4 or AMD Opteron or Athlon64 Processor. (Must have SSE2 -- Streaming SIMD Extensions 2. All CPU’s from 2006 or later support SSE2.)
RAM: 1024 MB (2048 MB required for working with multi-million-poly models).
Disk Space: 750 MB for ZBrush, plus 8 GB for the scratch disk.
Monitor: 1280x1024 monitor resolution set to 32-bits or Millions of Colors.
ZBrush 4 - Macintosh
Operating System: Mac OS X 10.5 or newer. (32-bits or 64-bits for either platform.)
CPU: P4 or AMD Opteron or Athlon64 Processor. (Must have SSE2 -- Streaming SIMD Extensions 2. All CPU’s from 2006 or later support SSE2.)
RAM: 1024 MB (2048 MB required for working with multi-million-poly models).
Disk Space: 750 MB for ZBrush, plus 8 GB for the scratch disk.
Monitor: 1280x1024 monitor resolution set to 32-bits or Millions of Colors.
Media and licenses are delivered electronically.
No Floating license available.
Licenses can be transferred by deactivation utility built into the ZBrush GUI (Internet connection required)
Standard licenses can only be used in either Windows or OSX but not both.
Special Cross-Platform license available with 50% discount after purchase of first license. This license is compatible with both Windows and OSX
Site and Educational licenses also available, contact RFX for details.
Upgrades / Support
- ZBrush 4R7 is a free-of-charge update for all registered ZBrush users.
- Cross platform opiton: For individuals who would like to run ZBrush on both PC and Mac, Pixologic provides a 50% discount on a second (cross platform) license after purchasing the first license
- Upgrade from educational to commercial license
RFX is available for all your support needs.
- Free Online support available through Pixologic support site
- Forums, tutorials, FAQ's and other resources available online
ZBrush is compatible with the following applications:
- Autodesk Maya
- Autodesk 3ds Max
- Luxology Modo
- Maxon Cinema 4d
GoZ is the plugin that allows ZBrush to interoperate with the applications above.
Available for educational institutes and students.
Individual students and faculty can receive a discount on the single user license, which may be activated on up to two computers provided that both copies are not actually used at the same time. This copy of ZBrush is full-featured with no watermarks or other limitations. It is also able to receive any free upgrade offers that Pixologic extends, with the license remaining an academic license after the upgrade. The only limitation is in the license itself, which allows ZBrush to be used strictly for non-profit/non-commercial purposes.
Institutions requiring five or more seats may receive an academic license under the volume licensing system. Under this system a number of seats are purchased equal to the number of workstations on which ZBrush will be installed. There is no home use option. All copies of ZBrush share the same serial number, making it easy to manage the license in a classroom environment. As with individual academic licenses, these are for non-commercial use but they may not be upgraded to a commercial license at a later date. Bulk pricing is available.
Training / Resources
Go to ZBrushCentral for forums, training, tutorials and other useful resources