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Poser - OFFICIAL F.A.Q (Last Updated: 2026 Mar 31 1:01 pm)



Subject: zBrush 4R6 Released.


RorrKonn ( ) posted Fri, 28 June 2013 at 6:46 PM · edited Thu, 12 March 2026 at 12:12 PM

zBrush 4R6 Released.
http://pixologic.com/

When I just upgraded from zBrush 4R4 to zBrush 4R5 & it Broke GoZ.
So then I full installation zBrush 4R5 & GoZ worked

Think I'm going to full installation zBrush 4R6.
Unless any one knows better ?

============================================================ 

The Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance


RorrKonn ( ) posted Fri, 28 June 2013 at 10:48 PM

msorrels informed me that the just upgrade broke his GoZ for DAZ Studio.

First chance I get I'm going to full installation zBrush 4R5.

============================================================ 

The Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance


ssgbryan ( ) posted Fri, 28 June 2013 at 11:44 PM

I got the note, but I am not installing until sometime next week.  I am lernin' stuff.



Paloth ( ) posted Sat, 29 June 2013 at 12:19 AM

Goz detects Poser but not Modo or Maya. Hmmm.... I'd be upset if I was using it.

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coldrake ( ) posted Sat, 29 June 2013 at 1:18 AM

Modo and Maya are both GoZ enabled.

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**Coldrake
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bantha ( ) posted Sat, 29 June 2013 at 2:41 AM · edited Sat, 29 June 2013 at 2:42 AM

I've got the update, and Poser's GoZ works like a charm with the new version.

I just used the updater.

 

Cannot say anything about Studio or other apps, though.


A ship in port is safe; but that is not what ships are built for.
Sail out to sea and do new things.
-"Amazing Grace" Hopper

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R_Hatch ( ) posted Sat, 29 June 2013 at 5:07 AM

The new ZRemesher - so much awesome :D

Highly recommended, especially for giving CAD models a more Poser-friendly topology, although hard edges are currently its achilles heel.

I linked these videos in WTB's thread; they will make you believe:

ZBrushCentral announcement thread (video is close to bottom of first post)

Ryan Kingslien explaining ZRemesher


bopperthijs ( ) posted Sat, 29 June 2013 at 6:49 AM

The new ZRemesher - so much awesome :D

I totally agree, its also very good for remeshing Marvelous Designer objects. The new trim-brush is also a big improvement.

-How can you improve things when you don't make mistakes?


RorrKonn ( ) posted Sat, 29 June 2013 at 7:50 AM

All the main App's have GoZ
Just about all CGI App's have GoZ
Even Blender has a GoB

============================================================ 

The Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance


Rosemaryr ( ) posted Sat, 29 June 2013 at 8:00 AM

file_495684.jpg

Again, I agree about this new remeshing feature...AMAZING!

I also make MD clothing, and the original version (Qremesher) just couldn't handle pleats and sharp folds that MD can put out.  Now, though....they are beeeeeauuuuu-tiful!

This kilt has sharp pleats, and the tops of the pleats have multiple layers of cloth attached at the same location.  Before, I couldn't dream of putting this out as a quad mesh, but look at it now!

Yeah for ZBrush!  

 

 

 

RosemaryR
---------------------------
"This...this is magnificent!"
"Oh, yeah. Ooooo. Aaaaah. That's how it starts.
Then, later, there's ...running. And....screaming."


RorrKonn ( ) posted Sat, 29 June 2013 at 5:20 PM

With the new ZRemeshes could you model Rox's,V5 etc etc with as go topolagy ,would you have that much contraol over topolagy with ZRemeshes.
Would you need C4D as a modeler anymore ?

============================================================ 

The Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance


AmbientShade ( ) posted Sun, 30 June 2013 at 12:39 PM

Quote - With the new ZRemeshes could you model Rox's,V5 etc etc with as go topolagy ,would you have that much contraol over topolagy with ZRemeshes.
Would you need C4D as a modeler anymore ?

 

I don't think its the greatest tool for retopologizing an entire human model. You dont have enough precise control over every polygon's placement and when you're trying to model a human you need that control.

It is good for clothing and other objects with large areas but at the moment you're not going to get precise details, even using the curve guides brush and all the settings in the zremesher pallet. 

If you wanted to take the time to draw out every edge loop you need on a human and set the curve strength to 100 then maybe it might produce animatable results. So far I haven't tried that, but my experimenting with it so far tells me Topogun is still the premo choice for anything retopology-related, cause with that I can determine the placement of every vert edge and face. 

 

~Shane



RorrKonn ( ) posted Mon, 01 July 2013 at 12:34 AM · edited Mon, 01 July 2013 at 12:44 AM

Quote -
With the new ZRemeshes could you model Rox's,V5 etc etc with as go topolagy ,would you have that much contraol over topolagy with ZRemeshes.
Would you need C4D as a modeler anymore ?

Quote -I don't think its the greatest tool for retopologizing an entire human model. You dont have enough precise control over every polygon's placement and when you're trying to model a human you need that control.

It is good for clothing and other objects with large areas but at the moment you're not going to get precise details, even using the curve guides brush and all the settings in the zremesher pallet. 

If you wanted to take the time to draw out every edge loop you need on a human and set the curve strength to 100 then maybe it might produce animatable results. So far I haven't tried that, but my experimenting with it so far tells me Topogun is still the premo choice for anything retopology-related, cause with that I can determine the placement of every vert edge and face. 

 

~Shane

I don't have topogun.

Could I
step 1 : sulpt a mesh in zBrush.
Step 2 : re topolgoy in topgun
Step 3: send the zbrush sculpted mesh and the topogun re topolgoy mesh back to zBrush.
Step 4 : make burned maps,displacment maps & vector maps in zBrush on to the topogun mesh in zBrush ?


topogun has GoZ ?


topogun mirrored works when your just making morphs ?


Thanks

============================================================ 

The Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance


AmbientShade ( ) posted Mon, 01 July 2013 at 8:45 AM

Quote -
I don't have topogun.

Could I
step 1 : sulpt a mesh in zBrush.
Step 2 : re topolgoy in topgun
Step 3: send the zbrush sculpted mesh and the topogun re topolgoy mesh back to zBrush.
Step 4 : make burned maps,displacment maps & vector maps in zBrush on to the topogun mesh in zBrush ?


topogun has GoZ ?


topogun mirrored works when your just making morphs ?


Thanks

 

Basically yes. 

Topogun doesn't have goZ that I'm aware of but I'm pretty sure it does read ztl files (zbrush's native format). 

You don't really need GoZ for TG tho cause all you're doing is importing and exporting which is pretty much all GoZ does anyway it's just automated for you. 

It allows you to create a project directory so that all your files associated with that project are kept organized.

You export your sculpted model from ZBrush as an OBJ file and load it into TG as a reference file then start building your new mesh topology on top of that reference mesh. It also recognizes ZBs polygroups and allows you to turn visibility on and off for different groups - useful if you have a model with areas that are hard to get to. You'd have to group the reference mesh in ZB before you export it to TG tho.

When finished you save out the new mesh you've greated as a new OBJ and import it back into zbrush. TG projects all your sculpting detials from the reference mesh onto the new mesh with organized topology. It will be exactly the same size and shape as the mesh you had originally sculpted in ZBrush. And inside zbrush you can project all your texture/paint data from your original mesh back onto the new mesh.

Its usually best to wait on fine detail and paint until after you've retopo'd, just to avoid having to redo anything.

Theres no reason to send your reference mesh back to zbrush. Once your new mesh is finished the reference mesh is useless cause the new mesh will have all the same details. TG's default subdivision is 3. You can set it to whatever you want, but 3 is best to get all the details from your original. You can reconstruct lower subdivisions in ZB's geometry pallet if you need/want to. 

There are morph commands in TG but I've never had a reason to use them. I think it's mostly for when you've created blend shapes and then later discover you need to retopo. I just wait to do all my morphing in zb on the new mesh. 

A license for TG is $100 and you get free updates whenever they're available.

There are some bugs but they aren't too bad as long as you stay aware of them. Mostly the bugs I've found are in symmetry mode when building topology. It doesn't always mirror over correctly so there's instances where you have to turn symmetry off, create your geometry on each side as equal as possible, and then turn symmetry back on. It's fine with moving points, and usually with cutting new edges, but if you delete anything on one side you have to manually delete it on the other side too. If you forget you can create a nasty mess for yourself on one half of the model pretty quickly. I haven't figured out how to keep that from happening yet, so I just go slow and carefully. 

Hopefully the next update will fix the symmetry issues. 

Blender also has a retopo feature but it's been a long time since I used it so I can't remember enough about it to explain atm.

 

~Shane



Teyon ( ) posted Mon, 01 July 2013 at 9:59 AM

Best bet is to just model on one side in topogun and mirror over in another application. It's faster, as you don't have to fear symmetry issues and amounts to about the same model. Just be sure to have a clean loop down the center and that you select all its vertices to perform a Zero Sym on them when you're done.


Teyon ( ) posted Mon, 01 July 2013 at 10:47 AM

The morph tool in Topogun is handy if you've made changes to the shapes in your reference mesh after you've done most of your retopology. You can then use it to reproject your new topology onto the altered reference mesh and everything should line up as they had before the change. I've done it a few times and it seems to work. 

 

ZRemesher is great - it's leagues above Qremesher in figuring out how a mesh should flow even without the guides. With the guides I find it does a decent job for the most part but the more guides you add, the easier it is for the feature to get confused oddly enough.


Teyon ( ) posted Mon, 01 July 2013 at 10:59 AM

file_495742.png

Here's a result using only 4 guides. One around the eye socket, one around the nose, one around the mouth and one around the nasolabial fold. Everything else was left at defaults.  Resulting mesh about 15K.

 


Teyon ( ) posted Mon, 01 July 2013 at 11:02 AM · edited Mon, 01 July 2013 at 11:03 AM

file_495743.jpg

This time, I put down more guide curves (confusingly seen through the mesh while using them).  While it did a good job working within the curves some areas could have been handled better - in particular the increase in guides on the face resulted in the nostrils being mangled in remesh.  Again, resulting mesh 15K


Teyon ( ) posted Mon, 01 July 2013 at 11:10 AM

I find the best use of the guide curves is to enclose an area as opposed to outline exact muscle structure. This leaves the program free to do its thing while still getting the zones you want for easier projection of detail.  Ultimately that's what ZRemesher is all about. It's primary use will be to get a mesh from either a Dynameshed model or one that has poor layout for certain details) that you can get cleaner details with fewer subdivisions during the reproject process. At least that'll be my primary use before using the mesh to continue my sculpting. Technically, in theory, you could create a model for use in Poser with it but you may run into some odd layouts that would be hard to get around depending on how you've put down your guides or if you used any at all.  I will say for non-humanoid animals, it has so far proven very intelligent in its creation of topology. Dragons and quadropeds in particular on my end.


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