ZBrushCentral

Can you please get rid of the history bar or allow us to disable it?

The history bar is making my life a living hell. At first I didn’t know what was happening, I’d have a several hours of work disappear. I finally caught myself clicking below the brush controls and saw the slider move. The bar is unlabeled and it’s too close to the brush controls so it’s really easy to click on it. I work on big models and it can take 5 minutes to let it load then reselect where I need to be. If I accidentally click on anything once I clicked on the history bar Zbrush tends to crash. I’ve never once needed the history bar and it’s caused me endless headaches. I’m sure people swear by it but if you’re going to have it put it above the controls not below them and at the very least have box come up asking if you want to revert to a saved file. There’s a lot I’d like to see changed but that’s my number one hated feature. It’s a prime example of “is it a bug or a feature?” For weeks I thought is was a bug. When you move fast like I do it’s just too easy to accidentally click on it.

http://docs.pixologic.com/reference-guide/preferences/undo-history/

Thanks, that’s a massive help.Terrible placement for that control. Just too easy to hit and it’s not something most will use.

I rarely use the menus of the top as I have the same menus set in the left and the right sides of the screen. For very specific menus that I use often then I use custom menus.

The top menu is a little easier given it’s centrally located. I don’t like the pop up menu and rarely use it. It’s too hard to set the sliders and entering numbers breaks my workflow. I actually do more than 90% of my sculpting in Sculptris. I’ve always found the UI clunky in Zbrush and I like the freeform nature of Sculptris. I’ve got a workflow now where I model in Sculptris then import the model with GoZ then clone it and ZRemesher to create a low res version. I just subdivide it and project the original model onto the subdivided one. I can usually avoid going beyond 3 to 5 million polys with that workflow where as if I start with Zbrush I usually have to go up another subdivision or two when I run onto areas without enough resolution. I know similar things can be done with Dynamesh but I find more than half the time I get weird results with Dynamesh and I have less control of poly count. I’m 4X to 10X faster modeling in Sculptris for organic models so even with a little fiddling I have to do in Zbrush it’s still a massive time savings.