GoZ™ also supports the transfer of multiple Tools and/or SubTools between ZBrush and its target applications. You can import an OBJ file which includes topology changes and ZBrush will automatically updating your current sculpture without losing details. This means that you can even use the ZBrush portion of GoZ’s™ features in non-supported applications. GoZ™ is based on core features of ZBrush. The updated mesh is immediately ready for further detailing, map creation and transferring to any other GoZ™-enabled application. Upon sending your mesh back to ZBrush, GoZ™ will automatically remap the existing high-resolution details to the incoming mesh, even if you’ve significantly changed the topology in your other application! GoZ™ will take care of simple operations such as correcting points & polygons order, as well as more advanced operations that require complete remapping.
The image above shows the ‘3D alpha’ that results from importing a custom map (top left of screen), and the 3D geometry it represents (centre of viewport). With a single click of a button, GoZ™ will transfer your mesh to a GoZ™-enabled application of your choice and instantly set up all the appropriate shading networks for you. ZBrush 4R8 adds support for vector displacement maps. With GoZ™ there is no need to invest time in setting up shading networks for your normal, displacement, and texture maps. It is a significant part of why so many artists have created ground-breaking work using ZBrush. This lack of technical barriers makes working within ZBrush feel like real-world sculpting and painting.
One of the core functions of ZBrush has always been to provide artists the ability to create in an environment that allows for complete freedom of expression. Chaos group has announced that a new V-Ray for 3ds Max Beta build with new features and fixes is now available > See Also: V-Ray 3.0 Beta Review The new beta build comes with an option to exclude the local machine from DR rendering and to automatically transfer and cache render assets to the DR servers, thus making sure every render slave has a full set of assets.