zbrush
ZBrush is a digital sculpting and painting program built within an elegant interface. ZBrush creates a natural user experience allowing you to create amazing sculptures with its advanced tools.
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. All the tools you need to sketch out a 2D or 3D concept are available quickly and easily and you can complete these by creating realistic renders directly in Zbrush. Lighting and atmospheric effects are available with many powerful export options to prepare your model for 3D printing.
Powerful software processing means you can sculpt and paint with millions of polygons with no need for an expensive graphics card.
Sculptis ProPixologic are pleased to introduce Sculptris Pro, a dynamic tessellation sculpting workflow that enables you to ignore the constraints of polygon distribution and just sculpt! Sculptris Pro makes it possible for you to begin with any shape or model, whether it has ten polygons or ten thousand. There is absolutely no need to worry about having enough polygons to capture details. With Sculptris Pro you can simply brush across the surface. Sculptris Pro will dynamically add and reduce polygons wherever and whenever it’s needed, freeing you to focus entirely on the look you’re trying to achieve. Start with a sphere, cube, cone or any other mesh and have some fun with Sculptris Pro. |
Deformers ExtendedZBrush 4R8 introduced the Gizmo 3D manipulator system which included utilities such as FFD Box, Multislice and several powerful Deformers. In ZBrush 2018 Pixologic are increasing this to a total of 27 deformers. Each deformer has a unique feature set to allow quick shape alterations that would not be possible through brush strokes. Of special note is the new Project Primitive deformer. This gives the ability to use multiple primitives to reshape a mesh, cut into a surface, build up from another mesh and much more. Not only does Project Primitive offer a new, unique way to blend multiple pieces of geometry together it also empowers you to take something as simple as a sphere and turn it into a rocket ship, automobile, plane, human bust, or nearly anything else you might imagine. |
PolygroupItZBrush 2018 provides PolygroupIt -- an entirely new way to create the polygon groupings that are so essential to a smooth workflow. PolygroupIt accurately evaluates the surface of a model in real-time, generating intelligent groupings with a single button click. Creating Polygroups has never been so easy. With PolygroupIt you can delete, add, copy & paste, grow or shrink, create Polygroups symmetrically and even use PolyPaint to trace out exactly what you want your Polygroups to look like. |
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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.
Core Functions:
QMesh Action
The ZModeler brush contains most of the common functions found in 3D modeling packages and also has a few smarter ones like the QMesh Action. Not only does this offer you the ability to extrude but also to fuse the extrusion with any adjacent or crossed polygons. Or it can remove blocks of polygons. The QMesh Action will also move pieces of geometry or extract an area to create a new polygonal island. It's versatile and intelligent.
Repeat Last
Because some polygonal modeling actions are repetitive by their very nature, the ZModeler brush stores all settings and values used in your last Action. You can then simply click once on your selection to instantly reproduce that last operation. It works for all ZModeler Actions, saving both time and tedium!
Dynamic Subdivision
Traditional subdivision surfaces allow you to preview a more tessellated version of your model while editing at the base mesh level. Dynamic Subdivision provides a powerful alternative. It is comprised of three internal subdivision systems: QuickGrid, Flat Subdivision and Smooth Subdivision. These systems provide you the ability to create real-time bevel effects on your model or simply view a smooth surface aspect. Since it's dynamic, you can swap between or combine modes, even applying changes to the settings or density at any time!
The ZModeler brush contains thousands of Action and Target combinations, putting astonishing power behind something that is so easy to learn and use. With just a little practice, ZModeler and QMesh will undoubtedly become a new favorite in your arsenal for creating low-res geometry assets in ZBrush.
With the new NanoMesh and Array Mesh features, you as the artist can bring more complexity and detail to your work while still maintaining a low polygon count. Both NanoMesh and ArrayMmesh will allow for multiple instances of any object to be created and then adjusted in a matter of seconds.
NanoMesh
Combined with ZModeler, the new NanoMesh system takes the process of using ZBrush's InsertMesh to a new whole level. The 3D models inserted into a mesh can be populated based on a specific ZModeler Target. This result can then be modified in real time by adding variations to instance scale, offset, angle and multiple alignment options.
If the default variations options are not enough, there is also a random distribution mode that propagates the NanoMeshes in a naturally random way across the surface of the model.
ArrayMesh
ArrayMesh operates in real time as you edit the content of the original mesh or use TransPose action lines to adjust placement, deform the mesh (along with its copies) and much more.
ZBrush also incorporates into this a multiple stage system which will allows you to stack separate Array functions on top of each other.
With ZBrush 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.
The ZBrush Surface Noise capabilities have been improved to support more than one noise source at any given time. Now, whether your noise is a grayscale texture or generated procedurally using the Noise plugin, all sources can be modulated with various mix modifiers and curve functions to create very unique results.
Build your own library of presets and reuse them in future projects to create rich and subtle surface details. It will be impossible for viewers to spot the repeating patterns which are inherent in noise generation systems, which means that your creations will look more real than ever before.
Displacement Rendering
Whether you are using BPR or the ZBrush to KeyShot Bridge, you can now see procedural and texture-created surface noise rendered as displaced geometry. This process is automatic; after designing your noise you no longer need to worry about applying it before you can view the result on your geometry. All you need to do is render! This feature can also be applied to NanoMeshes.
With the ZBrush to Keyshot Bridge you can seamlessly connect ZBrush with KeyShot to produce hyper-realistic and high quality images.
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 Array Mesh. If ZBrush can display it, KeyShot can render it.
True One-Click Transfer
When the ZBrush to KeyShot Bridge is enabled, KeyShot becomes a substitute for ZBrush's BPR render. Clicking the BPR button in ZBrush will now send all data to KeyShot automatically. You won't need to worry about selecting your models, converting your noise to real geometry, generating displacement maps or anything else. ZBrush will do it all automatically.
ZBrush Data Support
The ZBrush to KeyShot Bridge supports: ZSpheres, ZSketch, MatCaps, PolyMesh 3D, Surface Noise and more. If you can generate it in ZBrush, it can be sent via the ZBrush to KeyShot Bridge!
To continue improving its integration with the artist’s pipeline, ZBrush introduces a new free plugin: FBX Import Export. This supports texture, normal and displacement maps, blendshapes, smoothing based on normals and more.
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This the best tool of the trade,,if you want to create monsters just like movies,,or create video game characters,,You must buy this!!!, because when I try to sort the tools out in this,,I,ll be enjoying create gory monsters!! And it is all fun.
Zbrush is the best. Zbrush 4r7 is amazing
And I can't wait for zbrush 5 (Posted on 22/05/2016)
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