ZBrush 4 R5 - EDUCATION

Sprache:
Englisch
Lizenztyp:
Vollversion

Verfügbarkeit: lieferbar

Kurzübersicht

Stellen Sie sich eine Welt vor, in der Ihre Werkzeuge so vielfältig sind, wie Ihr Design. Die neue ZBrush 4R5 bietet Ihnen mehr von dem, was wichtig ist, mehr Freiheit und mehr Gestaltungsmöglichkeiten als je zuvor.


Holen Sie das Maximum aus Ihrem Design-Prozess mit den verbesserten Bürsten, Maskierungs Fähigkeiten und Polygrouping Funktionen in ZBrush 4R5.


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Als Käufer der Education-Version müssen Sie uns vor Auslieferung des Produkts einen Nachweis für Ihre Schüler-, Studenten- oder Dozententätigkeit erbringen. Am besten reichen Sie diese per Email ein unter info@software3D.de oder schicken ein Fax an 07171-99 79 15 15.

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385,00 €
inkl. 19% MwSt., zzgl. Versandkosten
Lieferzeit 2-3 Tage
  • Pixologic - zBrush
  • Pixologic - zBrush
  • Pixologic - zBrush
  • Pixologic - zBrush
  • Pixologic - zBrush
  • Pixologic - zBrush

 

With the ability to sculpt up to a billion polygons, ZBrush allows you to create limited only by your imagination. 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.

Because ZBrush users are enabled by its powerful software processing, you can sculpt and paint with millions of polygons with out having to worry about purchasing expensive graphics cards. It is for this reason why ZBrush is used by everyone from art enthusiast to major film and games studios.

Delete Loops

The new Delete Loops command analyzes your model’s topology based on a user-defined angle setting. With a single click it removes all unnecessary edge loops – polygons that don’t contribute to the shape of the model. Not only is this a blessing for artists who must work within a polygon budget (such as game designers), it also allows you to push your high resolution sculpting farther. After all, unnecessary polygons add up quickly when you subdivide your model several times!

Incidentally, pushing the limits of the Delete Loops settings can be an interesting way to quickly explore alternate designs by producing original models derived from the original polygon structure.

Align Loops

A companion to the Delete Loops feature, Align Loops uses the same settings but doesn’t actually remove any polygons. Instead it moves them to what you would get if you’d used the Delete Loops function. In this way you can push the settings to their extremes in a non-destructive manner and quickly explore new directions.

Polish by Feature

The Deformation sub-palette now has Relax options including Polish by Feature, which intelligently improves your mesh’s shape without sacrificing volume. It produces beautiful by analyzing the model’s PolyGroups, creasing and split areas.

Improved Frame Mesh

The Curves Frame Mesh option can now create curves based on the model's PolyGroups, creased edges or outline. These curves can then be used with any of the curve-based sculpting brushes like Curve Multi Tube or even QRemesher Guides.

ZBrush 4R5

Step Curves

In ZBrush 4R5 Posterization can also be applied to Materials and Curves via the curve modifiers settings. This means you can assign different Posterization effects to multiple materials and modulate the effect of Posterization in the Specular, Diffuse Color and Environment Color channels. That’s just the start. The Posterization functionality extends to Shader Channels, Sculpting Brushes, Alpha curves and Auto Masking. The limits to what you can create are really only measured by what you can imagine. 

Outline

The Outline function applies an illustrative touch to your final image. Outline also works with the Material Mixer and as a post render effect in conjunction with BPR filters. 

ZBrush 4R5

See-Through Mode

Sometimes as you work you might find yourself searching for reference images on the internet or maybe referring to an image already loaded into another program. Or maybe you’ll be working through an online tutorial and don’t want to constantly switch back and forth between ZBrush and the instructions. Whatever your reasons, the new See-Through option lets you make the entire ZBrush window partially transparent so that you can see what’s in the other windows behind it.

You can now save time by skipping the need to switch between windows, print stuff out or even load reference images into ZBrush to be able to work against them!

Mouse Wheel Support

Scrolling your mouse wheel up or down can now be assigned to any slider in place of a hotkey. Simply assign the hotkey like you normally would but scroll the mouse wheel instead of pressing a key.

Switching Between the Mask
and Selection Brushes

To improve your workflow when using the Selection and Masking brushes, you can now use the Ctrl/Cmd key to between the various Selection and Masking brushes without the need to cancel your current stroke.

ZBrush 4R5
  • The Render Properties now have a Vibrant slider for a global setting change. This eliminates the need to individually edit materials when you want them all to share the same value.
  • Images can now be exported in PNG format with full transparency support and/or depth as an Alpha. This is especially useful with the new GrabDocAndDepth function.
  • Size and Position of the Tool can now be adjusted through dedicated sliders. Unlike the deformation sliders which reset to 0 immediately, these new sliders retain their values. For example, you can simply set the Size slider to 2 and double the size of your model. To change it back to the original size you would change the slider back to a setting of 1.
  • Extract has a new Double option, allowing you to extract both out from the surface and in toward the center at the same time.

Freedom of Creation

DynaMesh is The New Base Mesh that has no limitations to what it can become. Starting from a sphere to create a character head is an easy process but DynaMesh will allow you to create a whole character from that very same sphere with no uneven geometry!

Consider what it’s like to work with clay. As you stretch clay out or add volume to it, the clay itself retains the same basic consistency and the same capacity for detail across its surface. DynaMesh brings that experience to the digital world.

DynaMesh is for More Than Just Sculpting

With DynaMesh you can more easily cut a model into two or more pieces using the new Slice brush combined with the Group option. Use the Insert Mesh brushes to create intricate parts for 3D printing and when done, use the new Create Shell function to add an internal thickness to your model.

These different operations deliver the ability to create a figure that is ready for 3D printing faster then ever before.

Shadow Box brings limitless control to the process of creating your three-dimensional base meshes:

  • Use the advanced masking brushes to paint a silhouette of your idea on any of the three sides of Shadow Box and a mesh matching that profile will appear at the center.
  • Carve out holes in the surface of the mesh by simply erasing any part of the masks; the surface at the center of Shadow Box updates instantly.
  • Combine radial symmetry, your own custom alpha textures, reference images and masking curves to build complex forms in a matter of seconds.

Whether you are sculpting a specific model or just exploring shapes, Shadow Box offers a unique method for quickly establishing an editable base mesh for sculpting.

When using ZSpheres in ZSketch mode you can draw ZSpheres directly on to a base armature or freely draw anything you can imagine in 3D space.

Sketching with ZSpheres gives you the flexibility to simply explore what your imagination holds or quickly convert your ZSketches into a sculptable mesh for further detail with all of ZBrush’s sculpting brushes.

Mannequins are essentially ZSphere armatures. The way that you interact with them allows for easy posing, so that you can quickly explore your ideas – faster, in fact, than sketching a concept image and with far greater flexibility for change as you go. The great thing about using Mannequins is that you don’t have to model anything; the model is already set up and ready to go. Later on, if you need to you can skin the Mannequin to make a mesh that you can sculpt.

Several Mannequin scenes are included with ZBrush. It is also simple to create your own to infinitely expand your library.


Dynamic 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. Add as many point of control along a curve to make shapes as complex as you want.

Not so primitive primitives!

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.


Curve Mode

A new Curve mode has been added to the Stroke palette, allowing you to apply your brush strokes with all their settings and modifiers along a defined curve. This curve can be drawn out along the surface of your sculpt or even continue the curve off your model to create integrated pieces like horns, arms, fingers and so much more.

To apply the Curve mode to any brush, just enable the Curve Mode button found in the Stroke palette. Draw your path on (or off) the model. Now click on the curve you just drew -- your selected brush will be applied along the curve. The Curve mode even allows you to change the intensity and size of your stroke along the curve’s path!

Thanks to its dynamic ability, the curves can be adjusted even after the initial drawing of the curve to refine the position of your stroke over you model. The Curve Mode will allow editing of PolyPaint, masking, geometry or sculptural detail at any point of the process. Curve Mode brings you the freedom of fine refinement, but will also allow you to mix different brushes with the same curve.

Clay Polish

This one-click function will apply a topological modification to your model to alter the geometry by sharpening its edges. It can also create a clean surface between two sharp-angled edges.

By modifying the Clay Polish parameters, you can drastically change its result. For example, it can give your model a clay weld look, as if the two pieces were welded together.

Clay Polish can be combined with DynaMesh. This further enhances the feel of real clay sculpting in ZBrush 4R2b, making it look even more like you’re adding real clay strips to the surface!



Lazy Mouse

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.

Strokes

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.

Alphas

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 the many 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.

Similarly, the UV unwrapping need not be fixed in advance. If one unwrapping proves unsatisfactory, simply create a different unwrapping and transfer the surface painting to that map. Removing UVs from your model frees up system resources and allows you to work with even more polygons!

To understand how polypainting works, first consider a 2048 by 2048 texture map, which provides reasonable resolution. It has a total of a little over 4 million pixels.

If you work with a 4 million polygon model, then in terms of surface painting, simply assigning each polygon a uniform color gives the same amount of information as the 4 million pixel texture map. (Actually, somewhat more, since significant parts of texture maps are typically left blank.)

So, with polypainting, you can put all of the painting details directly onto the model's polygons, and then transfer that detail to a texture map when the painting is complete.

ZBRUSH 4 - Macintosh

Required:

  • OS: Mac OSX 10.5 or newer
  • CPU: Intel Macintosh (Must have SSE2 : Streaming SIMD Extensions 2)
  • RAM: 1024MB (2048MB recommended for working with multi-million-polys)
  • Monitor: 1024x768 monitor resolution set to Millions of Colors
    (recommended: 1280 x 1024 or higher)

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