close window

FiberMesh

With ZBrush 4R2b your models will benefit from having real sculpted geometry, and exportable hair and fur! With this amazing new feature, you can even grow plants, weeds, shrubs and other amazing environment details. Simply mask an area to define where the fibers will grow. Use the various FiberMesh features to quickly define your look. Best of all, you can even use Polypaint information to generate a wide range of colored fibers.

The amazing power of FiberMesh comes from the ability to see what changes you are generating in real time as you work. From the earliest stages of your projects development, you will interactively see and modify the size, thickness, flare, and gravity associated with your fibers.

With the all new ZBrush 4R2b, developing fur and hair geometry is easier than ever before. The days of relying on guides as used in other applications are a thing of the past! Generating fur, fibers and hair inside ZBrush 4R2b is as intuitive as laying down a brush stroke. Rendering and re-rendering are a thing of the past too. You can watch in real time as your creative energy is transferred to the ZBrush canvas.

ZBrush Artist: Nick Zuccarello

The functionality of the new FiberMesh is extended by a set of advanced controls designed to help you generate exactly what you imagine. The masking controls, brush settings, PolyPaint and curves, all contribute to the speed and efficiency of your designs.

The greatest benefit of all comes in the form of exportable geometry derived from your FiberMesh designs. This means you can export these complex design elements in the form of real geometry for use in other 3D packages. Or use BPR (Best Preview Render) within ZBrush and see how your hair of fibers come to life all within ZBrush.

Guided Fibers from Morph Targets

Now you can easily generate fur and fibers from sculpted geometry.  Available inside ZBrush 4R2b, the all new Guided Fibers from Morph Target function, will create fibers and fill the spaces between your mesh and stored morph targets.  This is one of many ways you can generate fibers and fur inside the new ZBrush 4R2b.  This highly intuitive method, will allow you the flexibility and freedom, to achieve more sophisticated design elements.

ZBrush Artist: Arnaud Kotelnikof

The evolution of the ZBrush 4R2b logo: Use a mask and polypaint colors to define where the fibers grow and what their colors will be. Combined with the SubTools, you can create as many FiberMesh groups as you wish, for more creativity freedom!

Micro Mesh

Micromesh, joins the already feature rich list inside ZBrush 4R2b. It will allow for ZBrush’s rendering system to replace a generated FiberMesh, or a models individual polygons with any other 3d mesh. That being said, you can already start to imagine the creative potential at hand. This new feature will no doubt open doors to previously undoable operations and design elements. Now you can “grow” complex plants with the help of FiberMesh or place real scales on your creatures.

Amazingly, MicroMesh will only be displayed at render time. This will invariably shatter typical poly count limitations, and generate previously unimagined levels of detail. It’s just another example of how ZBrush breaks through typical technical barriers to keep you actively creating.