@Atlant
Please don’t mistake this for arguing with you. A suggestion is a suggestion, and I don’t really disagree with you…the curve editing functions need to be more precise and intuitive.
I do however disagree with this:
All you are saying is still workarounds.
The Curve Tube Snap brush is specifically designed to draw curves along a guide object. It is working as intended, and is the best way to approach drawing complex curves, rather than editing a spline in mid air. I did however omit a lot of information that makes this easier to do, so even if you are not interested, I will post this here for anyone else who is interested in the topic:
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Obviously, you need to be comfortable grouping, masking, and hiding polygons at will in Zbrush. If these functions aren’t as natural as breathing for someone, they will likely struggle with a great many things in ZB. Likewise, if someone is not comfortable sculpting in zb (snakehook, smooth, inflate, move, etc) then sculpting guide objects wont feel very simple to you.
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When drawing curves, increase the Stroke >Curve > Curve Step slider value as high as possible, to keep the curve as smooth and simple as possible. When sculpting guide object, remesh frequently to keep the polycount low, and consider giving them a quick Zremesh at the end to reduce surface complexity.
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Turn on ghost mode when drawing the curves to ghost all subtools save for the guides–this allows you to conform the curve to the guide objects and nothing else, while still seeing where everything is.
I did this about as quickly as I could edit a spline someplace else and mess around with import/export–it took me longer to write this actual post:
Some people are more comfortable in certain types of toolsets, and prefer the precision of working with more mathematical, mechanical tools. I prefer approaches like this, because it keeps me in the ZB mindset–a sculpting mindset.