KeyShot 9 – Free Upgrade!

KeyShot 9

KeyShot 9 is almost upon us, and in anticipation of the release we’re giving customers a free upgrade to KeyShot 9 when purchasing or upgrading to KeyShot 8 on or after October 1st 2019!

The promotion is valid for all new KeyShot 8 purchases and upgrades (from KeyShot 6 and KeyShot 7) to KeyShot 8 on or after October 1st. The promo excludes KeyShot Education products, KeyShot add-ons, and KeyShot for CAD licenses (KeyShot for ZBrush, KeyShot for Solid Edge, etc).

What’s New in KeyShot 9?

As always, there are some big changes. Here are just a few that are on the way:

GPU Ray Tracing – GPU ray tracing in KeyShot 9 means that you are now able to take advantage of NVIDIA RTX GPUs to render in the real-time view and for local render output.

Denoise – Now included in the Basic and Photographic Image Styles is a deep learning Denoiser that allows you to reduce noise in the real-time view and render output to achieve smooth results in much less time.

3D Models Library – Adding context and detail to your scene is easier than ever with Models now available on the Cloud Library to download straight into your KeyShot Library and add to your scene.

RealClothTM (KeyShot Pro) – This powerful new material type allows you to visualise realistic woven materials with control of the weave pattern and ability to add flyaway fibres. 

‘Fuzz’ Geometry Shader (KeyShot Pro) – In the KeyShot 9 Material Graph you will find a new Geometry node for Fuzz that allows you to add hair-like growth from the surface of any material.

Still on KeyShot 6?

With KeyShot 9 coming out soon, this means you will no longer be able to upgrade from KeyShot 6. If you’re on KeyShot 6, this is your last chance to upgrade. After the release of KeyShot 9, KeyShot 6 versions and prior will be required to purchase a new license.

LIVE ZBrush Sculpt-Off to Start 2019 ZBrush Summit.

ZBrush Summit

Only a matter of days after our 3D Friday event (which you should definitely register for), Pixologic are back with the 2019 ZBrush Summit! Kicking things off is the LIVE Sculpt-Off on Thursday 26th September.

24 contenders, 3 hours, only one champion. Who will walk away with the glorious ZBrush heavyweight belt this year?

You can watch the event all around the world as you’ll find it streaming on ZBrushLive, Twitch.tv, Facebook and YouTube.

From September 26th to 29th, Pixologic will be taking over Hollywood’s prestigious Gnomon School facilities to deliver the ultimate ZBrush experience.

The live sculpt-off will lead into 3 days of presentations, which is a great way for digital artists to connect not only with the Pixologic team, but also with prominent figures across a range of industries. Many of the demonstrations feature assets previously unseen outside the studios, and presented by talented artists using a variety of techniques relevant to real-world applications.

If you’d like to try ZBrush for yourself, contact us today about a free trial!

Win a FREE SketchUp License worth £547!

SketchUp Competition

There’s still time to enter our latest 3D competition with a top prize available for the taking!  Remember, things are a little different this time around because we don’t have the theme or brief…you do!

We want you to send us your course brief and the work you created for it. It doesn’t matter if you were tasked with recreating a local landmark, visualising an interior space, or designing a fresh new product – as long as your project was made in SketchUp it’s fair game.

Student SketchUp for Summer is now open, and to be in the running entrants need to:

Submit designs by
August 30th 2019

Have you built a car, designed a sound stage, recreated a village, or even precisely measured up machinery components for CADCAM? It’s up to you to convince us that your entry is the best of the lot.

We’ll be looking at the composition and geometry when judging, as well as how accurately we think you met your course aims. Any renders you produce are bonus points to impress us even more! Again, as long as it is made in SketchUp, there are no restrictions on plugins or renderers used either. It has to all be your own work though – no downloading from 3D warehouse or other 3D libraries!

Our Perfect Getaway competition last year had some cracking entries, so be sure to bring your A-Game.

Previous Winner Chad Slaney’s Perfect Getaway.

Maybe you’ve made something in the past that you’re proud of, or something you’re already working on just needs some finishing touches – you don’t have to start from scratch. We’re accepting entries for existing work too, as long as you can rightfully call it yours.

Send us the original .skp file, as well as any renders or supporting materials you want us to see. The brief doesn’t have to be much, just let us know the title of your course or module and any details about the aims or expected outcomes.

Submit your entries by emailing us
sketchup@cadsoftwaredirect.com

First place will be given a perpetual SketchUp Pro license worth £547 (including one year of maintenance and support to automatically be upgraded to SketchUp 2020 on release), perfect for taking on your first clients right out the gate. Already got a SketchUp Pro Commercial license and don’t want another? We’ll find something special to send your way instead! You’ll also have your work featured alongside other entries on the SketchUp UK website and instagram for extra bragging rights.

We’re accepting submissions now, so get going, and remember the deadline is August 30th 2019.

Competition closes at midnight August 30th 2019. CAD Software Direct’s decision is final. By entering, you agree for your entry to be featured across CAD Software Direct and SketchUp UK social media channels.

Student SketchUp for Summer Competition

SketchUp Competition

CAD Software Direct are excited to announce our latest 3D competition with a top prize available for the taking!  Things are a little different this time around because we don’t have the theme or brief…you do!

We want you to send us your course brief and the work you created for it. It doesn’t matter if you were tasked with recreating a local landmark, visualising an interior space, or designing a fresh new product – as long as your project was made in SketchUp it’s fair game.

Student SketchUp for Summer is now open, and to be in the running entrants need to:

Submit designs by
August 30th 2019

Have you built a car, designed a sound stage, recreated a village, or even precisely measured up machinery components for CADCAM? It’s up to you to convince us that your entry is the best of the lot.

We’ll be looking at the composition and geometry when judging, as well as how accurately we think you met your course aims. Any renders you produce are bonus points to impress us even more! Again, as long as it is made in SketchUp, there are no restrictions on plugins or renderers used either. It has to all be your own work though – no downloading from 3D warehouse or other 3D libraries!

Our Perfect Getaway competition last year had some cracking entries, so be sure to bring your A-Game.

Previous Winner Chad Slaney’s Perfect Getaway.

Maybe you’ve made something in the past that you’re proud of, or something you’re already working on just needs some finishing touches – you don’t have to start from scratch. We’re accepting entries for existing work too, as long as you can rightfully call it yours.

Send us the original .skp file, as well as any renders or supporting materials you want us to see. The brief doesn’t have to be much, just let us know the title of your course or module and any details about the aims or expected outcomes.

Submit your entries by emailing us
sketchup@cadsoftwaredirect.com

First place will be given a perpetual SketchUp Pro license worth £547 (including one year of maintenance and support to automatically be upgraded to SketchUp 2020 on release), perfect for taking on your first clients right out the gate. Already got a SketchUp Pro Commercial license and don’t want another? We’ll find something special to send your way instead! You’ll also have your work featured alongside other entries on the SketchUp UK website and instagram for extra bragging rights.

We’re accepting submissions now, so get going, and remember the deadline is August 30th 2019.

Competition closes at midnight August 30th 2019. CAD Software Direct’s decision is final. By entering, you agree for your entry to be featured across CAD Software Direct and SketchUp UK social media channels.

ZBrush 2019.1 Available Now as a Free Update

ZBrush 2019

ZBrush 2019.1 is now available as a free update for all users, and Pixologic strongly recommend upgrading to this latest version as soon as possible. It includes several new features as well as a number of enhancements or fixes within both the ZBrush feature set and various plugins.

How to Update

For users with serial numbers including subscription licenses, there are three methods that you can use:

1 – Close ZBrush, then browse to its folder on your computer. Run the ZUpgrader application that you will find there. Follow the on-screen instructions to download and install the update.

2 – Download the updater application for either Windows or macOS. Place this application in your ZBrush 2019 folder before running it. Then simply follow the on-screen instructions.

3 – Uninstall ZBrush 2019 and delete its folder. Then log into My Licenses where you will be able to download the stand-alone ZBrush 2019.1 installer. Run that to reinstall ZBrush, then (if requested) activate it again.

For floating license users, please have your IT team submit a Support ticket with Pixologic to receive the update instructions

 

Feature Additions

  • A new split mode, which isolates the current SubTool from all others, displaying them on separate sides of the screen.
  • A Screensaver has been added which (after a predefined amount of time) will display curated images straight from the ZBrushCentral.com community. Unlike your operating system screensaver, this one will only affect the ZBrush application window.
  • A new “Groups Intersection” mode has been added to the Smooth Brush Modifiers.
  • GoZ has been updated with support for Adobe Photoshop® 2019, Autodesk Maya 2019 and Autodesk 3DS Max 2020.
  • The FBX format now supports up to 64 cameras at import and export. Imported cameras are listed in the Camera selection list in the Draw palette. FBX will now support up to FBX 2019.

 

 

Plugins

  • SubTool Master, with a new Show Hidden Points function.
  • ZAppLink
  • Scale Master
  • 3D Print Hub, with better handling of large STL files and support for more STL formats on import.
  • Intersection Masker
  • FBX Import/Export
  • ZBrush to Photoshop
  • ZColor
  • Decimation Master
  • Image Plane

 

Improvements

  • A pop-up message is now displayed when exiting Edit mode, asking for confirmation.
  • SubTool folders now support Move Up and Move Down functions.
  • SnapShot 3D with reference images will no longer apply a DynaMesh Boolean process. (Pressing ‘Sub’ is now required for the SpotLight image to be cut out of the DynaMesh surface.)
  • Updated keyboard shortcuts for macOS to now create a Folder with Command+F.
  • Updated keyboard shortcuts for macOS to go full screen with Command+Ctrl+F rather than creating a new folder.
  • Saving and loading files across a network have been improved.

 

Stability and Fixes

  • Ctrl+Shift brushes no longer jump when holding Space Bar.
  • Assigning a hotkey now gives a warning if the hotkey is already in use.
  • Snapshot 3D snapping points now respects canvas Zoom.
  • Support has been added for .jpeg and .tiff image file extensions.
  • Total Points Count display has been improved.
  • Improved Boolean generation.
  • Crease Level slider will update results when Dynamic Subdivision is enabled.
  • Dots display mode is now disabled when Transparency mode is active.
  • Improved stability of the Surface Noise editor.
  • Improved stability when switching rapidly between Edit and Move modes.

 

ZBrush 2019 is available now at CAD Software Direct .com

V-Ray – Behind the Scenes at Zaha Hadid Architects, Blur Studio and WeWork

Total Chaos

Total Chaos Masterclasses are an incredible opportunity to find out about the technology and techniques the world’s leading studios use to create astonishing content every day.

On May 16, Chaos Group welcome professionals to Sofia, Bulgaria for three Masterclass tracks. Pick from design, VFX or architectural visualisation and deep-dive into industry practices from the likes of the world-renowned Zaha Hadid Architects, Love, Death & Robots VFX firm Blur Studio and startup-nurturing coworking company WeWork — plus many more.

Tickets are selling fast, so secure yours now.

Get Your Masterclass Ticket

 

You can also become a V-Ray Certified Professional (VCP) by attending one of the V-Ray Certification exam sessions. Located in the same venue as the Masterclasses, they’ll run between 5.30 PM and 8 PM.

The VCP exam is now available for both V-Ray 3.0 and Next.

Get Your VCP Exam Ticket

New PANTONE Colours for KeyShot

KeyShot Pantone

Luxion is continuing its exclusive partnership with PANTONE® to bring you their complete palette of vibrant pastel, new neon, and fabulous fashion colours right inside of KeyShot.

The new PANTONE colours are available now as part of the exclusive collection of resources in the KeyShot Content Installer. The KeyShot Content installer contains additional resources to use in building your scene and is available for both Mac and Windows installations of KeyShot.

Don’t forget – this month you can also sign up for the free webinar from PANTONE parent company, X-Rite.

Webinar: From Physical to Digital – X-Rite Material Scanning for 3D Rendering in KeyShot
Thursday, April 18th 2019 – 10:00am – 11:00 PDT (18:00 – 19:00 BST)

See the process of going from physical to digital using X-Rite material scans.

Register Here

MODO 10 Series Is Here!

The MODO 10 Series has finally arrived with valuable new feature sets in a series of three installments. Upgrade your license today or purchase a new seat and receive all three installments as they become available.

The first installment, MODO 10.0v1, is ready right now.  It offers enhanced workflows for creating real-time content for games, or for other immersive interactive experiences like virtual reality.

With it, you can:

  • Author in MODO and be confident that your assets will look virtually the same in Unity or Unreal Engine
  • Easily get realistic detail into your real-time assets with a streamlined, repeatable texture baking workflow
  • Export to popular engines with simple, automated steps that minimize the need to recreate work
  • Enjoy a focused layout for creating real-time content including new vertex normal editing tools
  • And much, much more!

Read more on MODO 10 Series and buy or upgrade today!

Mass Effect 3 – Behind the Scenes with Pixologic!

Pixologic recently interviewed the amazing Bioware team that’s behind the spectacular game, Mass Effect 3. The artists talk about the progression within Zbrush that has helped move the process faster for them and the new and improved tools that have contributed towards these fantastic characters. Here is some of what they had to say…

Of course, the software industry moves at lightning speed, so the tools have evolved dramatically since you began work. How has that impacted you the most?

Herbert: Polygon limitation is now a thing of the past because now most software can handle millions of polygons without any major lag. My primary modeling tool for hard surface modeling is XSI and a lot of my models are millions of polygons in my XSI scenes. There is a lot of software to choose from and they all have their own strengths and weaknesses. For example there are now great tools for generating AO, UV’s, etc. It is because of this that I feel character artists spend less time dealing with technical issues, allowing them to focus more on the art creation process.

Rafael: Tools that have been developed which speed up the process affected the pipeline a lot. ZBrush tools like Decimation Master, SubTool Master and UV Master are very handy on every model. Most recently, DynaMesh is a very amazing tool that helps a lot when sketching a new idea for a character.

Rodrigue: The biggest impact was on time and quality. We can now really go to town with the details on our characters. ZBrush and 3DS Max allow us to work faster, yet also put more and more details and love into our characters with a lot of flexibility. (Layers, etc.) But of course having great high-res models is not enough and you need a good engine with nice rendering and nice shaders to really show all the hard work put into the high-res models. On that side we were very lucky on ME3; we had a very nice budget for the polycounts of our characters and I was able to re-work some of the shaders to add more reflection and sweetness to our armor. If you compare the rendering between ME1, ME2 and ME3 you can see a big jump in terms of character details and quality between each installment.

Tools and tech are very important but on top of it the biggest impact for us came from the Art Director and the concept artists. It’s a great feeling to see a new concept and think, “Wow! This guy looks awesome I want to work on it!” and you know that ZBrush and the ME3 engine give you all the tools you need to deliver it without losing quality.

You’ve also seen significant advancements in ZBrush since you first started using it. How have those changes affected you?

Herbert: Greatly! I remember the first ZBrush version that I used was 2.5. I had to sculpt my characters in pieces because of the polygon limit and there was no SubTool Master or Decimation Master at the time. I sometimes like to generate my normal maps outside ZBrush and my AO with Mental Ray. Without decimation master, getting the best results outside ZBrush was very difficult. The new selection of brushes is awesome as well. With each update, sculpting in ZBrush feels more like sculpting in real clay but with symmetry, undo and “save as” enabled!

Rafael: I kind of adapted my workflow when I first started using ZBrush, so all the changes haven’t really impacted my work. But for sure tools like the new DynaMesh, SubTool Master and Decimation Master, sped up my pipeline like crazy.

I use DynaMesh a lot to concept new characters and ideas. Decimation Master is a must now for the pipeline in all my projects.

Rodrigue: Again, speed. The workflow is getting smoother and all the new brushes and layers give us so much flexibility and creative freedom. One of my favorite parts is the sculpting feel. I don’t feel like I’m moving points around anymore. Now I feel like I’m actually sculpting. That feeling is great and because it’s so fun I try to stay inside ZBrush as much as I can.

How much were you able to carry forward from ME2? Was there anything that you significantly re-worked like what you did for the Salariens with Mordin?


Rafael: We had to re-work almost all the assets we used from ME2. I had the pleasure to re-design the Keeper and Rachni Queen. I did this by using the same base model and with ZBrush I changed all the details and textures. For other models like civilians and romance bodies we added more details on top of the existing models using ZBrush and re-working normal maps and textures.

 

How did you use ZBrush for Shepard and his squad? How was it beneficial for things like armor?

Herbert: For the humanoids armor, ZBrush was used mainly for the cloth and rubber areas.

Rodrigue: We used ZBrush on all the faces, but also on most of the armors for the cloth and leather parts. In ME1 all the folds were modeled in 3Dsmax and were very basic but with ZBrush we were able to bring greater realism to our more organic parts.

What are the advantages to using ZBrush for concept creation as opposed to traditional methods like going from a drawing to the game’s base mesh and then finally to detailing?

Rafael: With ZBrush it is really easy to play with shapes and try different designs. The best thing about doing concept creation in ZBrush is that you have a base to start modeling on top of or a 3D feeling for how the character will react later with skinning and with the other characters in the game. On the other hand, it’s really slow to do a lot of major variations. So if you don’t have a base idea to start sketching in 3D the work can become useless in the hands of the art director.

Rodrigue: I used ZBrush on some armors to quickly test designs as well as different shape and size variations. It’s really fast, especially when the team is not sure about a specific design. With ZBrush you can quickly make 3D propositions to show to the Art Director and the rest of the team. Seeing the design in 3D helps to make decisions; a 2D concept can be interpreted differently depending on who looks at it but with a 3D model it’s easier to get everyone on the same page.

With the various Reapers you really got to go all out creatively. How did ZBrush help with that?

Rodrigue: These guys were a lot of fun. We had concepts but they weren’t precise. The team really wanted us to have more room with these guys and they are the characters that the 3D artists changed the most. We really had the opportunity to just let loose in ZBrush and let the sculpt talk. After so many armors, it was great to be able to go with an all ZBrush sculpt on these creatures. The Cannibal, the Banshee and the Brute had multiple revisions based on gameplay requests. Using ZBrush, we were able to quickly make them and propose different solutions.

What techniques in ZBrush do you find work best for detailing characters?

Rafael: ZBrush has a lot of brushes that truly help the detailing process. I don’t find myself playing a lot with alphas and other tools. Only brushes and patience are needed to handle the job.

Rodrigue: Like Rafael, I mostly use simple brushes and a lot of work and patience. But I would say that sculpting layers are still my favorite tool in my pipeline. I sculpt almost everything on different layers. With that I can boost or reduce the effect of my sculpting or delete it and do something different. Or I can close the mouth of a character or re-size the arms and quickly show the difference to the Art Director. I do use alphas and Drag-Rect once in a while. Or in the case of faces I texture them and then convert the texture to a mask and use that mask to add some details. When I do use these two techniques I always do it very subtly and add most of my details by hand. It’s just the best way to get exactly what you want.

This is probably your last chance to speak as a team to the ZBrush community. Is there anything else you’d like to say while you have our attention?

Hertbert: Big thanks to Pixologic to keep updating ZBrush with awesome new features, ZBrushCentral is a great forum for people to get inspiration and feedback to keep growing as artists. So keep posting!

Rafael: ZBrushCentral for me is one of the best communities online. All the tools you need to learn are available online. Keep studying and building your portfolio because we always keep an eye on ZBC!

Rodrigue: Keep rocking, Pixologic! Every new release is amazing and the ZBrush community is huge and full of awesome artists. What you do is great, so continue doing it.

And to all the characters artists out there: like Rafael said, we always keep an eye on ZBC.

 

To read the full interview click here.

If you are interested in more information on this product or to buy ZBrush click here.

Pixologic Releases Sculptris

Pixologic, maker of the Award-Winning ZBrush yesterday announced the latest release of Sculptris (for Windows and MAC).
For the last decade Pixologic has been recognized for its ground-breaking innovation, “cool” creativity and tools that are as user friendly as they are powerful and natural-feeling. These tools enable artists in many industries to open new vistas of possibility with their skills and imagination. The development and latest release of Sculptris is consistent with the Pixologic ethos and spirit to help artists both shine at and enjoy creating art – intuitively, without having to worry about technical barriers.
3D Sculpting and Painting Become Easy with Sculptris
Sculptris is an elegant and simple 3D modeling solution, offering artists a platform to harness their imagination and create 3D sculpts in a way that is unique to the digital world.
Tomas Pettersson, the programmer behind Sculptris commented: “I trust that, with this version, Sculptris will be more accessible for all people on both PC’s and Mac’s. Everyone should be able to sculpt!”

Sculptris introduces a dynamic tessellation system, giving its user the ability to sculpt or paint freely on any part of the surface without having to worry about the underlying geometry. With Sculptris, triangles are automatically added as needed, and only to the areas where a stroke has been applied to the surface.
Users can do just about anything that’s possible with real clay. For example, they can pull, twist and pinch the surface, easily adding volume as needed without the rigorous attention to underlying structure that is typically associated with 3D modeling programs.
Pixologic envisions Sculptris as an entry level scultping tool for a new generation of artists wishing to explore 3D sculpting and digital creation. Fun to use, it’s also a truly effective programme that can be embraced by hobbyists and professional artists, alike. For those wishing to explore further, Sculptris is seen as a perfect base upon which to build one’s skills while advancing to the substantial world of ZBrush.
GoZ
With the new GoZ integration in Sculptris, artists can now seamlessly move their creations between Sculptris and ZBrush with the click of a button.
Navigational Controls
The navigation controls in Sculptris have been enhanced from earlier releases of the software and are now similar to those in ZBrush. This makes it effortless to go between the two applications while also helping Sculptris to serve as a stepping stone toward mastery of ZBrush.
Availability
The new version of Sculptris is currently available as a free download at: pixologic.com/sculptris.
Experienced Sculptris users and first timers alike are encouraged to try out the new release, have fun playing with it, and most important—make great artwork! All are invited to share their creations in the Sculptris forum at ZBrushCentral. The forum provides a common ground for Sculptris artists to share and communicate with other Sculptris users, as well as the many industry-leading artists who frequent ZBrushCentral.