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13th July 2017ZModeler 3.1.5 release notes   
ZModeler3 core have been upgraded and required to line up version to 3.1.5. Those who download ZModeler for the first time will get pleased by an ability to activate and install trial license straight in ZModeler license window. Single button click and restart of application is enough. In rare cases when platform ID (not absolutely unique) is already in use, creating an account and requesting for ID to be added onto account with trial license still applies as a method.
Creating and using account to manage licenses is still needed, as you can purchase and activate paid license in your account only, trial license activated inside ZModeler can be used for the quick glance at software with no additional steps needed: just download, run and activate. (read full story...)
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22nd May 2016.GTA:V Characters (Player, NPC) modding   

GTA:V collections of model (.ydd files) support have been added including import/export of skeletal rigged models. This allows an editing of player model, NPC and ped models at the first place, and opens wider range of editing possibilities for the game content (including minimap, buildings and accessory models).

Player model modding might require an additional rigging for proper model behavior, so a replacement model can wink and talk properly. Additionally, you might need to do a texture work, as cloth and face wrinkles require a set of bump-maps. Cloth might use up to four displacement bump-layers for walking phases, and face can use up to six bump-layers for different emotions. You can explore (and even utilize on your own models) original game textures for this purpose. On the other hand, you can use generic ped shaders with no need to care of these extra features if you like the look of the model you create.
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24th October 2015.GTA5 Modding video guides   
As the guideline for your modding experience with ZModeler3 a set of GTA4 to GTA5 conversion video tutorials have been made. This will cover the entire workflow starting from importing a model to an in-game tests and final polishing making it possible to learn main options and features of ZModeler3.

The first part of video guide includes geometry conversion, hierarchy assembly and collision setup (including vertices painting, converting objects to compounds and refining collision volumes).

The second part is a materials conversion and adaptation to in-game effects like burnt, emissive light on headlights/taillights, glass shuttering and crash, and a default license plate setup.
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15th September 2015ZModeler 3.1.1 release notes   
ZModeler 3.1.1 and above might require you to use online validation at startup.

ZModeler3 is available for download on the main site or can be upgraded fully via embedded autoupdate. Downloading an entire package is strongly recommended, so you get a properly-configured version at once. This is essentially a security upgrade version, as licensing server have been upgraded to validate the most recent versions only.

An additional constrain to licenses have been applied: your license have to be validated at startup via online validation. You should enable and configure online validation as shown in this guide. Long term licenses (6 month and above) can be stored locally with validation, so ZModeler can run on such a licenses in offline. If you certainly need ZModeler to run in offline mode and online validation does not suit your needs, you should get a long term license. I apologize for this limitation. From this version on, short term licenses (including trial) can be run with online validation at startup, so this is now considered as default startup scenario. (read full story...)
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31st January 2015Watch Dogs modding   
The plugin for Watch Dogs models have been in a works for a pretty long time and was released few weeks ago. It was generally aimed to vehicles editing but has faced some obstacles related to physics. I have made a quick test conversion of the vehicle and was generally satisfied with the possible conversion abilities even though certain limitations apply.
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19th August 2014ZModeler 3.0.9 Release notes   
Release notes for ZModeler 3.0.9.

ZModeler3 is available for download on the main site or can be upgraded fully via embedded autoupdate. Downloading an entire package is strongly recommended, so you get a properly-configured version at once. The rendering core was upgraded, so each file, including all shaders have been updated. You might not see the visual changes upon upgrade, as no new tools have been included or introduced.

Materials browser changes
    The only visible changes you might notice are related to materials browser. The following options on material properties has changed:
  • Emissive color have been moved to "Advanced colors" group and got configuration options as the rest of advanced colors: e.g. it could be masked by some map/channel.
  • Ignore vertex color option can be turned on/off, so per-vertex color can store shader-specific information and not visualized as mesh color. For example, each color component could be used as transition for some texture maps.
  • U,V Tile replaces "Scale" of texture map. Tiling on U and V can be configured separately. The value of tile is inverse of scale, so the higher tile value, the smaller texture will appear on a model.
  • BUMPMAP texture slot could be configured to use .Alpha and .Green (or .Green and .Alpha) texture data, as these types are widely used.
  • Displacement texture could be applied on mutliple-diffuse bump-mapped materials. You can set MODE of each detail texture (DETAIL2 and/or DETAIL3) to be applied as "Displace" in User-defined options of material.
  • Load and Save materials option is added in materials browser. This option is added and implemented on current setup, but no of available plugins offer materials load/save at the moment. This feature was designed and made for the filter, that is currently under research and not included in this released.
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Windows XP (SP3), Windows 7 (SP1)

Submitted on 13th July 2017
Recent Updates Submissions

Last submission on 23rd July 2017

Bugfix: convert to dummy loose... 61.83 Kb
Allow access of open groups in... 756.41 Kb
Bugfix: rotation of group node... 328.26 Kb
Options names for polygons. 531
Mafia II options script. 520
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