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You've been using ZBrush for a long time now. What's your perspective on how the program has advanced?

There are always good and bad elements that arise throughout the development of any software. With ZBrush, I'll tolerate what some call “the bad” any day. What used to be boisterous roars from the CG community at large about the bizarre interface have turned into quiet, disgruntled murmurs from a few. ZBrush is a revolutionary and forward-thinking software that introduced a completely new way of approaching asset creation. If a unique interface was necessary to revolutionize the process of digital design, then so be it. No one can deny the impact ZBrush has had on the industry and the expanse and importance of its use throughout the film and game industries today. It still amazes me when I hear about CG educational programs that don't include ZBrush training in their curriculum.

As a follow-up to that, how do you feel ZBrush has advanced the industry?

ZBrush finally tipped the scales in the battle between which element of asset production is more important: artistic talent or software knowledge. Obviously, a technical understanding of production, downstream department implications and software is still necessary. But if you can't keep up artistically, then as a supervisor I can't task you with important assignments. Limited artistic task-ability is not a trait you want to embody.

The gap between those who focus only on the technical aspects of a software when generating an asset and those who focus on the artistic aspects has grown exponentially. Software like ZBrush offers more of a direct conduit between the artist and their artistic skill. It's an odd concept to think that several short years ago the CG tools you used to create your art were the largest limiting factor to utilizing your artistic talents. Removing that barrier was like taking the governor off of many people's artistic abilities. Those with the best artistic abilities have rocketed forward, setting a new expectation of craft.

What's your favorite ZBrush feature, ever? Why is that?

I would say it's a tie between having the ability to step up and down in subdivision levels without losing higher level details and the TransPose feature. I love having the functionality to step down in levels of subdivision to make clean, global model and design changes. It lets me focus on the main forms, gesture, and proportions without getting caught up in any finite details. I often use this technique in conjunction with TransPose. After stepping down a few subdivision levels, I use the TransPose Mask to isolate specific regions of my sculpt, then move, rotate and scale the necessary model changes to arrive at my desired results. See the “Sculpt-Over” video insert for an example of this work-flow.

How about within a production pipeline? Why would you recommend ZBrush?

I often find myself sitting at my desk with a room full of seven-plus supervisors staring at my screen. It's my job to take all the incoming information, decipher it and apply it to the model to arrive at the most appealing design possible in the shortest time-frame possible. In situations like that, professionals want a software that will let them make changes as quickly as someone can suggest them and simultaneously showcase those changes in the best light. ZBrush meets those needs. I've found this type of interactive and direct work-flow to be invaluable when we need to overcome a project's most difficult design challenges. It has revolutionized how we can work and how quickly we can arrive at the most appealing final design.

 
 
 


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