Currenty, this is my wish list.
***START WISH LIST***
Photoshop like rulers and guides
Ghost Hide(single tool..no sub tools) - When hiding polys, have option to 'vert and or face' ghost the hidden geo (especially when combined with said feature above. Accuray is key!
Like 'edge ring select with lasso'...alt clicking will select faces along mouse-over 'visible edgeloop' Neighboring edge rings.
Create edgeloop currently makes one loop of faces (two cuts). Create edge ring makes ONE cut to split faces (edge ring) into two edgerings. Option: slider to defer cut away from center ( 0=Center, 100=shift TWO cuts to outer edge.
Hard Mask - Self Explanitory. I want to select a single face and have the mask be on that face only with 0.000 fall off. When low poly modeling...TONS of help! Especially when combined with TransModeling and with next wish.
Bridge MAsked: Also, self explanitory (see above). Bridge function already there when IMM is bridged to current mesh (current version Z4R4).
Delete hidden and close - For removal of Geo.
Qremesh - handle holes better. Also, Qremesh close hole...Very important
Also, I dont know how you would do it but manybe using 'curve lines' and 'vert estimation and recognition' to select (highligh) edges.
Why, because bevel, extrude, and remove edges is key to low poly modeling.
GoZ for Blender and Wings3D-Fr the independent artist who cant afford to pay for licensed progs.
Speaking of wings (which is open source) - the select identical faces (hotkey I) is BEAUTIFUL! Would love to implement this in Z.
alt clicking on a face with transpose will align Transpose Redicle to face normal (be it one face to normal or multiple face to AVEREGE normal.
Align transpose Redicle to unified tool axis.
Deformations Palette still causes crashes. Please fix so that one may use with current wish list. Especially when Z now has 'curves' and with QR, vert recognition and NEW edge recognition. Alt Clicking on deformatons will allow secondary (custom) selection to estimate normal before deformation occures (be it TRUE normal or estimated).
Pref Button to Display (print) Current user and or default hotkeys.
IMM curves subdivide for better bends.
IMM Curve ALign to normal.
Store Polygroup Palette.
Last edited by Mahlikus The Black; 08-09-12 at 04:35 PM.
Many thanks for the voice over, and additional goodies!
I haven't had a chance to watch it again yet, but I will tomorrow.
Ya rock, man!
i enjoyed these videos that is for sure ! also, i do have a small challenge for you : try to create an human (or a creature) with this method you showed from your video !
Oldies but goodies...back again!
These belong in here. Good ole MatCaps.
Last edited by Mahlikus The Black; 08-10-12 at 10:40 AM.
MAH thanks so much for the great education about the cool new ability to do low poly box modeling in Zwonderful. And thanks for all the great things you do to help out the Zbrush community here. I, for one, really appreciate all the time you commit to it for our benefit and I know many others do as well.
Last edited by Phönix; 08-10-12 at 12:33 PM.
Originally Posted by EZRA52
I have said it before and I will say it again, ZBrush was given to me a decade ago. It has been free ever since. the least I can do is give back!
Originally Posted by zber2
As Always, thank you and enjoy!
Yup, its was 2007. But they were in a different thread. Good news for this is two fold:
Originally Posted by Phönix
They are now here as before mentioned as well as made available via the Pixologic MatCap Library.
They are scattered about the page but you can see one of the materials displayed five previews down.
New quality mat caps are alays appreciated!
Hi, MAH. Thank you very much for your two videos, they have definitely added some new techniques to my toolbox.
Have you come across a method for deleting existing edge loops while doing this kind of ZBrush box-modeling? It would be nice to be able to remove interior edge loops after they have been made unnecessary through further extrusions or modeling.
Thanks, again, for your contributions!
Yeah, I have. It's the undo function, (hotkey- CTRL+Z).... ... ...Just kidding. I say this though because, with education of Sub-D modeling and years of practice, there is no such thing as 'mistake'... ..still kiddin! We are human, we inherently make mistakes. See the links at the end of this post to help you with Sub-D modeling understanding.
Originally Posted by cdizzle
Man, if I could rock out edge and vert function in Z, I don't think I would use any other software...except maybe C4D for some broadcast stuff.
I have a couple ideas in mind to try and figure out a solution so, I'll play around tonight, let you all know what I find. I'm hoping qRemesher will
save the day...maybe combined with replace mesh. We'll see.
On that note...
My favorite game: Good News, Bad News.
Bad news (potentially) - There is no work around or if there is, there would be too many step to accomplish such an edit so one might as well use GoZ. Hence my dream for a GoZ to Wings3D and/or Blender. Even though there is a C4D GoZ, I really don't like modeling in there if I can avoid it. Hence my aforementioned list of Wings3D, and Silo before C4D...*sigh*
Now, Good news (potentially) - With qRemesher now within Z's development belt, we might see some excellent low ploy advancements in the future.
You know what, now that I think about it, the new draw topology curves brush might do the trick...awe man, this is exciting!!!
Thanks for suggesting the idea.
EDIT - If we could use the curves of either qRemesher or the ReTopo Brush to selectively highlight edges and verts to perform edits, that would be hella wicked! Also, close hole could use a quad analysis function (maybe with qRem) and either use an auto mesh evaluation algorithm or even user defined curves to guide the rebuild...AWESOME! Plus, bridge hole...man...BRIDGE HOLE!!! WITH QUADS! I secretly hate Tri polys. I have found that, even though I am aware of my ignorance of game engines, I have discovered myself contemplating how Tri polys are better than quads, If someone could educate me, I would be eternally grateful! I would even write a paper on it if I could understood what was necessary to help with said innovations (having a noobian brain is a curse). ~*one quad face has a single normal and 4 edges. The exact same face in Tris has two normals and has an extra (share,two edges per normal) edge across it's diagonal..how is that more efficient...I don't get it!. Would really like to if I could*~
It's part of my Quad awareness/box modeling junkie, Sub-D upbringing. I have Mr' Southern to thank for that. Many many ICR sessions about how he does what he does. Once again, see the links below!
EDIT 2.0 - Sub Division Modeling Primer is something I HIGHLY recommend to anyone who is willing to learn/master this modeling method. It is worth years to hone such skill, let alone the hour or so it would take to read this and have the knowledge to do so! PS - Thank you Glen Southern for this!
EDIT 3.0 - I think have spent the last two hours editing this single post. What a Z Freak I am. Speaking of being a Z Freak..Most people do not know this about me but I am a master screen printer and embroidery digitizer (well over a decade of work experience). I would love to spend the rest of my days helping to make Z Merch! Second best dream come true. Holler if ya feel me! *starts chanting* Z Merch, Z Merch, Z Merch! (Man, I love this place!)
Last edited by Mahlikus The Black; 08-10-12 at 10:54 PM.
Thanks for the reply, MAH. I think all of this ZBrush awesomeness is making you crazy, though!
I'm pretty well-versed in subdivision modelling (and would probably still do a lot of this type of stuff using that method), but I was hoping that there was some way to reduce a mesh after some ZBrush box modeling in order to get rid of any edge loops that didn't contribute much to the subdivision weighting. You're right, though, that an experienced modeler would probably be able to avoid putting those in there in the first place using these ZBrush methods. In hindsight, also, if you want something to be nice and sculptable it's still better to just leave loops in there and go for even mesh distribution - or use qRemesher, as you mentioned.
In regards to the triangle vs quadrangle thing - and I'm no computer science person, mind you - the main reasons are things I'm sure you already know: For one thing, a triangle is the simplest possible primitive, and is always planar, allowing for the greatest possible optimization of rendering/drawing algorithms. There can be no confusion on how a triangle should be created, as there is always 'n - 2' ways to tessellate a polygon (ie. only 1 way for a tri). You mentioned that a quad has one normal, but this is only ever true if the quad is perfectly planar - otherwise the renderer would have to tessellate the quad into two triangles in order to get two planar surfaces, resulting in two normals. I've also read that triangles allow for the ideal optimization for things like ray intersections and stuff. Again, this is probably all stuff you already know, but I figured since I was going to make a post I'd beef it up a little.
Thanks, again, for your reply and for doing some thinking on my behalf.
Wow! thank you! That is enough said. Didn't even think that a quad could exist beyond a single plane but now that you mention it...what an obvious solution to planar simplicity! How a single vert can cause a Tri to become a quad and ensue chaos...wow!!! Thank you for clarifying this.
Originally Posted by cdizzle
Last edited by Mahlikus The Black; 08-10-12 at 11:32 PM.
Thanks for everything bro. You've brought a ton of inspiration to me and answered many many questions I had and some that I didn't know i had yet lol. Being new to zBrush this thread has been invaluable from the zSketch stuff, interfaces, mats to the transpose tips.