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Maxon ZBrush 1-Year Annual Subscription Renewal

SKU: MAX-R-ZB-Y
Key Features
  • Digital Sculpting & Painting Software
  • Sculpt up to a Billion Polygons
  • Sketch Out and Complete 2D / 3D Concepts
  • Use Effects to Create Realistic Renders

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The Maxon ZBrush 1-Year Annual Subscription Renewal is a professional digital sculpting and painting software that allows you to sculpt up to a billion polygons. ZBrush gives you the tools to quickly sketch out a 2D or 3D concept and then take that idea to completion. You can create realistic renders right within ZBrush with lighting and atmospheric effects.


Using proprietary "pixol" technology, ZBrush can store lighting, colour, material, and depth information for all objects on the screen, allowing renderings to be viewed in real-time. Global or local changes can be made to your models. Medium and high-frequency details that were traditionally painted when bumps and wrinkles were applied to an object's surface can now be sculpted. High-frequency 3D models may also be projected onto the background of a scene, where they become a 2.5D image. A 2.5D image is used to simulate the appearance of being three-dimensional, when in fact it is not. Upon this 2.5D background image, further effects may be applied, allowing another 3D model to be composited into the same scene. With the many powerful export options, you can easily prepare your model for 3D printing or use within any other digital application.



Sculptris Pro
Sculptris Pro is a dynamic tessellation sculpting workflow that enables you to ignore the constraints of polygon distribution and just sculpt. Sculptris Pro makes it possible for you to begin with any shape or model, whether it has ten polygons or ten thousand. There is absolutely no need to worry about having enough polygons to capture details. With Sculptris Pro you can simply brush across the surface. Sculptris Pro will dynamically add and reduce polygons wherever and whenever it's needed, freeing you to focus entirely on the look you're trying to achieve. Start with a sphere, cube, cone, or any other mesh.


Project Primitive
Project Primitive is a unique deformer that offers a new way to blend multiple pieces of geometry. Use multiple primitives to reshape a mesh, cut it into a surface, build up from another mesh, and more.


PolyGroupIt
PolyGroupIt provides an entirely new way to create the polygon groupings that are so essential to a smooth workflow. PolyGroupIt accurately evaluates the surface of a model in real-time, generating intelligent groupings with a single button click. With PolyGroupIt you can delete, add, copy, paste, grow, or shrink, create PolyGroups symmetrically, and even use PolyPaint to trace out exactly what you want your PolyGroups to look like.


Base Mesh Generation: DynaMesh
DynaMesh has no limitations to what it can become. Starting from a sphere to create a character head is an easy process, but DynaMesh will allow you to create a whole character from that very same sphere with no uneven geometry. Consider what it's like to work with clay. As you stretch clay out or add volume to it, the clay itself retains the same basic consistency and the same capacity for detail across its surface. DynaMesh brings that experience to the digital world. The power behind DynaMesh is its ability to regenerate geometry in the blink of an eye, removing all stretched polygons by creating a surface optimized for sculpting and with equal distribution of polygons across the surface. Stretch your model to create legs, arms, columns, or whatever else comes to mind. There are no limits to what your starting point can evolve into.



Base Mesh Generation: Shadow Box
Shadow Box brings limitless control to the process of creating your three-dimensional base meshes. Use the advanced masking brushes to paint a silhouette of your idea on any of the three sides of Shadow Box and a mesh matching that profile will appear at the centre. Carve out holes in the surface of the mesh by simply erasing any part of the masks; the surface at the centre of Shadow Box updates instantly. Combine radial symmetry, your custom alpha textures, reference images, and masking curves to build complex forms in a matter of seconds. Whether you are sculpting a specific model or just exploring shapes, Shadow Box offers a unique method for quickly establishing an editable base mesh for sculpting.


Base Mesh Generation: ZSpheres
ZSpheres allow you to quickly create a base mesh with clean topology, which can then be sculpted into any form. The power of ZSpheres lies within their simplicity. From a single ZSphere, you can easily grow new ones, which can then be scaled, moved, and rotated into any form. Now you can enjoy creating the geometry for your characters while posing in real-time. When creating with ZSphere you don't have to worry about complex arrangements of limbs and appendages. At any point, you can add or remove ZSpheres to your creations. You can also instantly preview the mesh that you will generate. Once you have finished building your model with ZSpheres you can generally clean a mesh with a single click.


Base Mesh Generation: Mannequins
A good pose is the essence of a great composition. Rhythm, gesture, weight, and balance are all key to any work of art. Use the Mannequin sample projects included with ZBrush to find just the perfect pose for single or multi-character models. The ZSphere Mannequins can easily be edited to fit any character or creature you need. Create an entire scene in just a few clicks. Mannequins are essentially ZSphere armatures. The way that you interact with them allows for easy posing so that you can quickly explore your ideas - faster, in fact, than sketching a concept image and with far greater flexibility for change as you go. The great thing about using Mannequins is that you don't have to model anything; the model is already set up and ready to go. Later on, if you need to you can skin the Mannequin to make a mesh that you can sculpt. Several Mannequin scenes are included with ZBrush. It is also simple to create your own to infinitely expand your library.


Base Mesh Generation: Primitives
There is a wide range of attributes that can change the initial state of a ZBrush Primitive. This gives you a great level of control over the shape of the Primitive you start sculpting with. Quickly and easily change a cone into a torso or a single plan into any shape you can imagine by using ZBrush's curves. Curves are used within ZBrush to make editing intuitive and more powerful. This is also the case with ZBrush Primitives. By editing a Primitive's curve, you can create an endless number of shapes with both rounded surfaces mixed with hard edges. Add as many points of control along a curve to make shapes as complex as you want.


Sculpting: Curve Mode
Curve mode in the Stroke palette allows you to apply your brush strokes with all their settings and modifiers along a defined curve. This curve can be drawn out along the surface of your sculpture or even continue the curve of your model to create integrated pieces like horns, arms, fingers and much more.


Sculpting: Clay Polish
This one-click function will apply a topological modification to your model to alter the geometry by sharpening its edges. It can also create a clean surface between two sharp-angled edges. By modifying the Clay Polish parameters, you can drastically change its result. For example, it can give your model a clay weld look, as if the two pieces were welded together. Clay Polish can be combined with DynaMesh. This further enhances the feel of real clay sculpting in ZBrush, making it look even more like you're adding real clay strips to the surface.


Sculpting: Insert Multi Mesh
The Insert Multi Mesh Brush acts like the standard InsertMesh brushes except that at any given time, you can press the M key to view a list of associated meshes ready for insertion into your model. All of these models are a part of the brush and you can switch between them at any time. Think of it as a toolbox composed of your very own 3D meshes with the capacity to function as insert brushes. This means less clutter in your Brush palette while simultaneously letting you build libraries of shapes ready for use at the click of a button. For example, one brush can hold various screws and rivets for sculpting mechanical objects. Another brush could be nothing but noses. Insert Multi Mesh brushes also utilize ZBrush's curves to accomplish things like drawing a line of evenly spaced rivets along a fixed plane.


Sculpting: Tri Part Multi Mesh Brushes
Tri Part Multi Mesh Brushes use the inserted mesh's PolyGroups to define end caps and a repeatable segment. When you draw a curve, ZBrush will then place specific elements at the start and end of the stroke while duplicating a third element along the entire length of the curve between those end caps. With this new feature, you will have the ability to easily create complex zippers, chains, straps, and more with speed. The newly drawn-out components will conform perfectly to a surface. These design elements are based on an editable curve whose shape, size, and length parameters are entirely up to you. It's another way to maintain artistic and creative control inside ZBrush.


Sculpting: 3D Brushes
ZBrush features over 30 start-up brushes to sculpt with and the ability to create an endless assortment of your custom brushes. The wide range of brushes is designed based on the feel of natural brush strokes and was created with real-world sculpting techniques in mind. Furthermore, with tools like Symmetry, Repeat, and hundreds of other custom controls, you can sculpt details like stitching in fabric, hard mechanical edges, and much more. The collection of 3D brushes includes brushes that will allow you to instantly add a nose or ear to your mesh or even use the new CurveMesh brushes to draw outlines of geometry. The SliceCurve brush allows you to slice your model while adding new faces along the cut and creating two different PolyGroups at the same time. When used with DynaMesh and the Group option, SliceCurve will create independent parts of a model, ready for manipulation. The Curve Fill brushes allow you to draw a curve, and, with the release of your cursor, the stroke is converted into a closed shape. The Curve Lath brush will create a revolution-based mesh from your drawn curve. This is a way to quickly create a base mesh or even props in just seconds.


Sculpting: Lazy Mouse
Even the shakiest of hands will have tremendous control over the direction of their strokes. By enabling Lazy Mouse while sculpting in ZBrush, you get surgical accuracy as you brush across the surface of your model. Sculpt with smooth-flowing curves or make perfectly straight lines across your surface. Whether you are using a mouse or a tablet to sculpt inside ZBrush, Lazy Mouse and its many settings give you the precision you need to create any style of strokes quickly and easily.


Sculpting: Strokes
Use the freehand stoke to brush across the surface the way you would in real life, or switch your stroke type to gain even more control over the surface you are sculpting. Use the spray stroke to add a random spray effect as you sculpt. The Drag Rectangle Stroke allows you to draw out exact details like skin pores to sharp mechanical parts.


Sculpting: Alphas
Using different alphas as you sculpt gives you a lot of control over how you deform your surface. Create realistic wood grains, scaly skin, feathers, and much more. You can use the many alphas that come with ZBrush or use any image to create your own.


Sculpting: Editable Brush Curves
In addition to the many controls available to you over your brushes, you also get the ability to edit the shape of your brush. The easy-to-use curve allows you to precisely change the shape you sculpt into the surface. You can even create curves that transition from hard edges to soft rounded ones.


Sculpting: Gravity
Gravity allows the simulation of gravity, wind, magnetism, or other directional effects that 'pull' (or push) at the surface of your model. When gravity is on, your regular sculpting will be modified by a pull in the direction of gravity. Imagine windblown cloth or the heavy folds of elephant skin.


Sculpting: Masking
Masks protect surfaces, giving greater control as you work. They can also be used to define parts of your model that you wish to extract into a whole new object. They are at the heart of Shadow Box, ZBrush's silhouette-based mesh generation tool. ZBrush offers five masking brushes: Mask Circle, Mask Curve, Mask Lasso, Mask Pen, and Mask Rectangle. Each of these offers specialized and highly useful ways to paint masks onto your figures. And because these are brushes, they are also able to take advantage of all the same brush modifiers that you use for sculpting.


Sculpting: Move Elastic Brush
This brush moves points on the surface to add volume, analyzes the existing topology, and relaxes the polygons to minimize stretching. There are four such brushes, each for a different need: Move Elastic, Move Parts, Move Topological, and Move TopoElastic.


Sculpting: Clip Brushes
Clip brushes add precise refinement to the shapes and surfaces of your mechanical objects, vehicles, and character armour. Use them to slice your forms with accuracy and hone their edges to absolute perfection. The Curve, Circle, and Square stroke types can be applied to the Clip brushes to ensure that your surface has straight edges or for creating realistic detail. These brushes don't simply cut the mesh, leaving big holes for you to then fill in. They move the existing points, snapping them to the plane defined by your brush stroke. The result is that your existing topology remains perfectly intact and your clip produces a perfectly capped edge.


Sculpting: MatchMaker Brush
The MatchMaker brush deforms the shape of a surface so that it fits perfectly against other objects. Within seconds you can craft complex parts and make them all fit perfectly together. Remesh and reproject to create any topology you need, then use the MatchMaker brush to fit these parts together perfectly. MatchMaker is the ideal brush to deform your mesh to conform to other 3D models.


Sculpting: SubTools
SubTools allow a single (logical) mesh to be treated as many independent objects. Like PolyGroups, they split a single model into several different components, but the emphasis in SubTools is allowing you to work with each component as if it were a separate mesh. SubTools increase the number of polygons you can work with by allowing each SubTool to have as many polygons as your system can handle. For example, if your system can handle 8 million polygons for one SubTool you can have a model equal to 32 million polygons by having 4 SubTools of 8 million polygons each.


Sculpting: XPose
As you work on a complex project it doesn't take long to find yourself with a long list of parts in the SubTool palette. After a while, it can become challenging to find specific pieces or see how everything is fitting together. Xpose moves your SubTools apart in the 3D space so that you can easily isolate the pieces. It gives you an exploded view, just like you'll find on technical drawings. Xpose is also a presentation tool. Show the model rotating as a turntable, then have the pieces fly out to show the exploded view.


Sculpting: Solo
Each SubTool's visibility can be turned on and off, letting you see just the parts that are necessary for what you're doing at the time. However, you will also often encounter situations when you have some SubTools visible, some hidden, and now want to focus on a single one of the visible parts. When that happens, it can be a break in your workflow to temporarily hide several SubTools, do what you need, and then unhide those same SubTools again. The Solo feature resolves this challenge by instantly hiding all other SubTools, regardless of their status in the SubTool palette. You can select any SubTool, press Solo to hide everything else and go right to work. When you want to see the rest of the model again, turn Solo off. Everything that had been visible before turning Solo on will be visible once again, while everything that had previously been hidden will remain hidden.


Sculpting: Remesh
To create a base mesh for your sculpting in ZBrush you can use ZSpheres, ZSketch, ShadowBox, Dynamesh, or import a model from another 3D package. Another solution is to do a Remesh of a model or a set of different objects. The Remesh method creates new geometry with a new topology, but as much as possible that topology is based on the original model(s). One or more SubTools can be meshed and modifiers applied to perform Boolean operations (Add, Subtract, Intersect). Remesh can also make use of Symmetry for advanced results.


Sculpting: Mesh Extract
Mesh extraction is a fast and powerful way to create new parts of your model. Using existing geometry, you can quickly and easily create a jacket, a helmet, gloves, and almost anything else your character may need. Mesh Extract works by isolating parts of one model and, in a sense, duplicating that as another mesh. It also 'cleans' the edge of the extracted mesh to create a smooth, even boundary. Just paint a selection on the area you want new geometry to be created from and simply extract.

What's In The Box

Maxon ZBrush 1-Year Annual Subscription Renewal

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