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ZBrush 3D Modeling for Adobe Atmosphere?
Product Review by Jim Coe
ZBrush version 1.55b is a rather new 2.5D (deep
painting) & 3D (solid modeling) program, available from
Pixologic: http://www.pixologic.com.
It's
no secret that I like ZBrush, but is ZB a good match for your own Atmo
designs? To help answer that question, I'll review my limited experience in
the month since I purchased it.
| Summary Score |
| Very Good |
8 |
|
| Creative Power: |
9 |
| Ease of use: |
5 |
| Ease of learning: |
7 |
| Integration: |
9 |
| Value: |
10 |
|
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Price: ZBrush 1.55b is just under US$400,
putting it in well below the professional packages like 3DSMax, Maya and
Lightwave and a bit below the US$600 or so of trueSpace. And ZB seems more
powerful and more usable than the free programs like Anim8tor, Wingz and a few
others that i have tried.
ZBrush has a "no time limit" trial version, but I found it hard to learn with
that, since you can't save and reload your 3D models. Still, the free version is
a great way to check out the interface and the many tutorials and to get a feel
for the program.
Creative Power: If your purpose is to make
more or less complex 3D models for use in Atmo, ZB has the power you want. It
seems to have most of what the high end packages do and some say it has even
more power in certain areas. ZB is only in version 1.5, but already has most
everything except nurbs, bones and bone animation. ZB does have animation (which
I have not yet explored), but from what I gather from their forum, it is
currently little used. More animation power is expected in the next release. The
lead developer/inventor of ZB has released a video clip of an animated dinosaur
he made that is very impressive, so strong animation is certainly
coming.
For static models, ZB contains everything you need to sculpt, skin (make
meshes from your sculpture), paint, UV map, texture, apply materials, light and
export complex models. It's native 3D format is Lightwave *.obj, so models are
ready to export for final processing in Viewpoint Scene Builder and then import
into Atmo.
The only thing I found lacking is the ability to apply different types of UV
maps to different parts of your model. But ZB works well with the free UV Mapper
program. And ZB includes tutorials about using that excellent utility, if you
model is that complex. For many models, ZB's built-in UV mapping is
sufficient.
A look at the ZB forum will show you that ZB is certainly capable of
fully professional static modeling. In many cases, of mind boggling
quality!
Integration: ZBrush works directly with *obj
model files and *.psd textures (Photoshop native format) as well as other
formats. So it is a natural for use with Atmo and Photoshop. ZB started as a
2.5D (paint+depth) painting program, so you can also do all your painting right
in ZB, if you don't have Photoshop or just like to stay in one
program.
Ease of use: Is ZB easy? No, it is not. Which
3D solid modeler is? However, it is a lot easier than other 3D solid Modeling
software I've tried to use. For example, in less time than it took me to become
discouraged (for the 3rd time) with trying to learn trueSpace, I had already
produced 2 decent models in ZBrush.
ZB is designed expressly to be accessible to artists, rather than engineers.
And I found the powerful 3D sculpting tools are pretty easy, once you understand
their concepts. To my surprise, doing the painting, UV mapping and texturing was
much harder than sculpting - the opposite of what I had expected! But I was
still able to manage decent texturing, after some study of the docs and a couple
of question in the helpful forum.
The bad bits:
It seems my problem stems from the fact that ZBrush's developers were
constrained to be less creative in their approach to mapping and texturing, in
order to make the program fully compatible with the complex methods that are
already standard in the solid modeling industry. For sculpting, on the other
hand, they could be much more inventive.
I believe that all the tools to facilitate standard industry methods for Atmo
are there and each is easy and powerful. It's just that you need to understand
quite a lot about how industry standard skinning, UV mapping, texturing,
materials and meshes are supposed to work, to use these tools
effectively.
It reminds me of learning Adobe Photoshop - a big set of powerful tools, yet
with no hint about when, why or how to use each tool. Unlike Photoshop, ZB has
powerful ZScripts. These are built-in tutorials that record and recreate actual
annotated modeling sessions, to train you in the interface, tools, tips and
tricks. You can also record your own ZScripts to automate tasks, or to demo your
work flow to others.
Happily, sculpting in ZB requires much less technical know-how than does
mapping and texturing, so creating models is quite straight forward and
powerful.
The Community: ZBrush has a very active,
friendly and enthusiastic forum and user community. The quality, speed and
accuracy of the help is just outstanding! And every day brings several
works-in-progress to the forum, where you can follow their daily progress and
work flow. Often new ZScripts or 2D graphics are included, to show you exactly
how the more advanced users do their magic.
Interestingly, many of the advanced fans of ZB also work in the high end
professional packages and move freely back and forth between them and ZBrush.
They use ZB to do things they feel are much easier or that allow them more
creative freedom than in those expensive pro packages.
Please be sure to check out Jim Coe's website at http://wellmadewebs.com/public/atmo/atmo-main.html.
To view some great worlds that Jim has built Click Here.
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