I think the title actually gives the idea. Though some snapping/auto merging options would be nice here as well. I’m also sure there are modifiers/options I have not thought of that would be nice to add to such a feature. I like working with curves… I wish zbrush used more than one type for easier control in some situations. The chain link style is cool, but does seem less efficient than some when trying for a precise shape.
I have to say though that aside from a few minor issues… zmodeler is pretty awesome. I’d love to see some snap to same level added to move type operations added… cuts down on the need for pre-planning. I love anything that increases the freedom of design process which is why I can hardly wait to try out 4r8’s new boolean capabilities. I would also like an equal borders option with the inset tool in zmodeler.
From a design standpoint I’d love if there were an option to generate an array outward from central points rather than always from an end… would make alignment easier in many cases… would also be cool when moving or extruding to have the option to specify the number of units on the fly… like type in number while dragging type of thing and hitting enter locks it to that position. When creating circular arrays… snapping when all parts are an equal distance apart would be a cool smart option. Some way that works more consistently than clip to keep nanomesh contained within a polygons border would be nice… perhaps even with an ability to specify which edges to stay within in case you don’t want all sides contained. Maybe the new Boolean options can be used for that… not sure.
After struggling with zsphere retopo and having 3d-coat in my toolbox as well I can say that texturing options and manual retopo tools in zbrush could be vastly improved. Overall I tend to prefer the toolset in zbrush. There is something to be said for the freedom of voxels, but they demand a huge amount of resources at higher levels of detail and the tools to manipulate them just don’t feel as natural to me. It feels better working with dynamesh… though I sometimes wish it had some weighted topology options so it didn’t lose as much detail when re-dynameshing… that or some sort of intelligent edge flow… but then I imagine that would slow the process… too bad there’s no magical auto optimal density per detail level auto healing mesh that’s somehow light on resources to sculpt with… oh well… will have to wait for consumer quantum computers I suppose… lol
At least some of my thoughts are actually do-able tweaks that would be nice to see… I mean it would be great to get some splines or even the chain curves for easier creation of curved low poly extrusions when qmesh-ing to merge with another face to create handles for example… basically just adding curve control to bridging options… (not to be confused with the curve bridge brush which bridges 2 curves along a straight path)… then maybe we can get to blend shapes between unlike patches to get some versatile exotic looking bridging/low poly extrusion options… would be like curve IMM only for low poly.
I’d also like to see ZB and 3DC play well together with GOZ or working applink… they may be in competition, but they are also very complimentary tools… users benefit from cooperation.
okay… sorry for rambling again… never know… sometimes something very similar to my rambling winds up a new feature in zbrush…no idea if there’s any connection… may as well put the ideas out there though