ZBrush
is a digital sculpting tool that combines 3D/2.5D modeling, texturing and painting.
It uses a proprietary "pixol" technology (see below) which stores
lighting, color, material, and depth information for all objects on the
screen. The main difference between ZBrush and more traditional modeling
packages is that it is more akin to sculpting.
ZBrush is used as a digital sculpting tool to create high-resolution
models (up to ten million polygons) for use in movies, games, and
animations. It is used by companies ranging from ILM to Electronic Arts.
ZBrush uses dynamic levels of resolution to allow sculptors to make
global or local changes to their models. ZBrush is most known for being
able to sculpt medium to high frequency details that were traditionally
painted in bump maps. The resulting mesh details can then be exported as normal maps to be used on a low poly
version of that same model. They can also be exported as a displacement
map, although in that case the lower poly version generally requires
more resolution. Or, once completed, the 3D model can be projected to
the background, becoming a 2.5D image (upon which further effects can be
applied). Work can then begin on another 3D model which can be used in
the same scene. This feature lets users work with extremely complicated
scenes without heavy processor overhead.
ZBrush was created by the company Pixologic Inc, founded by Ofer Alon (also known by the alias "Pixolator") and Jack Rimokh. The software was presented in 1999 at SIGGRAPH.
The demo version 1.55 was released in 2002, and the version 3.1 was
released in 2007. ZBrush 4 for Windows and Mac systems was announced on
April 21, 2009 for an August release, but was later postponed. Version
3.5 was made available in September the same year, and includes some of
the newer features initially intended for ZBrush 4.
Through GoZ ("Go ZBrush"), available in Version 4, ZBrush offers integration with Autodesk Maya, Autodesk 3ds Max, Cinema4D NewTek's LightWave3D and Modo
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