Pixologic
Pixologic is a software company known for its development of digital sculpting and painting tools, primarily focused on the entertainment industry for creating visual effects, video games, and animation. Here is an in overview:
History
- Foundation: Pixologic was founded in 1997 by Ofer Alon, a software developer with a vision to create tools that would revolutionize the way artists work digitally.
- Early Development: Initially, the company focused on developing software for the Windows platform, targeting artists in the entertainment industry.
- ZBrush: In 1999, Pixologic released its flagship product, ZBrush, which quickly became the industry standard for digital sculpting. ZBrush allows artists to create detailed models in a manner similar to working with traditional clay.
Key Products and Contributions
- ZBrush: This software is renowned for its powerful sculpting capabilities, offering a wide range of brushes and tools for modeling, texturing, and painting. It has been pivotal in the creation of characters and creatures for movies, video games, and other digital media.
- ZBrushCore: A lighter version of ZBrush, designed for users who require a less complex toolset for their 3D sculpting needs.
- ZBrush Summit: An annual event where artists, developers, and industry professionals gather to share knowledge, showcase work, and discuss the future of digital sculpting.
Acquisition and Growth
- In 2012, Pixologic was acquired by Maxon, a company known for its 3D modeling, animation, and rendering software Cinema 4D. This acquisition aimed to integrate ZBrush with Cinema 4D, enhancing the workflow between the two applications.
- Post-acquisition, Pixologic has continued to innovate, with regular updates to ZBrush that introduce new features and improve existing ones.
Community and Education
- Pixologic has a strong community of artists, with numerous resources available for learning and tutorials.
- The company offers educational programs and discounts for students and educational institutions, promoting the learning of digital sculpting.
Sources
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