Hi Pixologic,
We know you are working on 4R8 and 5 and would like to see some improvements in the following area:
We’ve been working with ZBrush along side Max and Maya for our art division for a while. We find the GoZ plugin to be a great help…cough…provided you go from ZBrush to Max / Maya…However, if you go from a base model in Max / Maya to ZBrush…a lot of times the scale is sooooo big that even a brush size of 1-2 is the size of a dime on the model. Unfortunately we can’t make things in ZBrush to dimensions because there aren’t any.
Let me explain why this is important. We build out block models of base models for our games in Max…Then take them to ZBrush to create the detail / Normal maps and what not. We create them to exact world dimensions for rendering because when you use Photometric lighting in Maya / Max it only works for real world dimensions. i.e. a 60W Halogen bulb doesn’t work as a 60W bulb if the world is 3X normal…
Unfortunately we find ourselves having to either model what we want in ZBrush, use GoZ and then scale everything up, or we have to take it from Max into ZBrush using the import tool and then mess with the scale, write that down, then rescale it back up before exporting…it is kinda a pain in the ass relative the GoZ button doing it all as it implies.
So can you fix the scaling problems when using GoZ so the models aren’t colossal in ZBrush? Or better yet, at units of measure to ZBrush. Thanks.