ZBrushCentral

3.1 Great Job, Pixologic!

Hi.

When I make a zsphere model and attempt to use the move brush on the preview mesh, I don’t get symmetrical sculpture, only one side of the model is affected (even with ‘x’ symmetry turned on). However, if I convert the zsphere model to an adaptive skin, I do get symmetrical sculpture but not proportional. Whichever side of the model I pull gets about twice the movement as the mirror side.

Thanks!

~S.~

i just discovered a problem in 3.1. sometimes when i change to another brush, the previous brush z intesity stays the same. so when i have move with 100 z intensity and change to standard brush i get 100 z intesity, wich i dont want.

it happens from time to time. anyone else got this problem?

do you use a special quickcode for displacement exporter 3 or are you supposed to use the quickcode you used within zbrush2?

we should move this thread maybe to support :smiley: ^^

regards
k0s

Yes, I have this problem too. It also happens with alphas and other brush settings.

are you serious? i have to use transpose just to do that simple thing?

anyways, the problem isnt just move tool. its all the brushes and how the brush falloff affects on the mesh.

here are few more examples:

That’s the way it’s Been since 2.0. I’ll admit soft-select behaviour would be nice.

Who knows, there may be more tweaks coming. Probably another patch since we still don’t have subtool group/pose and the subtool menu still has blank boxes next to the eye. :slight_smile:

Topological masking and Transpose are very quick and effective. (This uses the Alt- Rotate transpose method.)

[attach=65320]TransPoseHand.jpg[/attach]

Attachments

TransPoseHand.jpg

yes i know, but i hoped that it would be fixed in version 3 or at least 3.1
this is a major pain while doing proportion tweaks and basic sculpting. i guess i will have to stick to mudbox for the majority of sculpting and then do the final micro detailing in zbrush if needed.

and what would be the solution for the rest of the brushes? even when painting a regular mask it spreads to surfaces that are spatialy close to it but not connected.

Rectangle and lasso selecting are helpful for that situation. It’s not that bad once you get used to it, although it can be a bit fiddly.

You can use topological masking with the other brushes. I’m not suggesting that ‘soft selection’ of the type you’re suggesting wouldn’t be useful, simply pointing out the current options. Both these examples involved a quick drag of topomask.

[attach=65328]TopoMask.jpg[/attach]

Attachments

TopoMask.jpg

lol. these are all pretty obvious work arounds that everyone knows. i can probably tell you many other silly work arounds to every problem i posted. but they are all work arounds(that wont work in every case) and not solution. they are time wasting activity(not to mention the wierdest workflow) and i dont have that luxury for that in a work environment.

It’s your choice obviously. In future please post the workarounds you know of. There are plenty of people new to ZBrush who could benefit and it will be easier to answer your questions more effectively.

Thanks,

I really doubt that the patch killed it, but just wanted to see if anyone else had a similar problem.
Only reason why I suspect zbrush is that its the last thing i did on my computer before I rebooted. It was working fine all night, working with 3D max, maya, and photoshop. :confused: I just hoped to use ZB for textures… sigh.

fx81 - seams for me like you are not looking for a solution but you just want that certain effect can be achieved YOUR WAY :mad: . Anything else you will call “workaround”. :rolleyes: :lol:

in multidisplacement exporter 3, how can i reset my quickcode to the default quickcode? i tried to use a quickcode that i used in md2, and it seems that it doesnt work that good, now i want to use the default quickcode, and i dont remember what code it is, do i have to reinstall zb or can someone please tell me what the quickcode is for R32 in the export options?

Thanks in advance
Joyster

ok…
i was so happy when i saw the update,but when i started workin on it ,all it did was to make me scratch my nuts evertime due to its #$%*ing crashin problem… :mad: :mad: :mad:
i still dont know y this zmapper is not showin the model in the canvas…everytime i switch to smooth tool i have to change the intensity n the focal shift again n again.
whenever i tap a left and a right click simultaneously zbrush freezes…
i dont know what was goin through the betatesters mind while workin on this update…
instead of spedining time on %#!*ing useless features like colour themes, the pop out pallette. where we cant even see the model in the viewprt…, they sould have fixed all those #!%*in bugs…
even in deformation when i rotate the model it crashes.
i dont know what m i supposed to du except sitting in fronta ma pc n scratchin ma nuts n prayin zbrush not to crash again this tyme???

i beg u betatesters…plz work on fixing those bugs… not on improving the colour themes…
seriously man m really dissappointed… it was an horrible experience workin on zbrush3.1
i dont know weather m gonna smash ma keybord on the monitor after replyin this post… :mad:

lol, calm down samar. dont smash anything :smiley: .

@miztli - a solution would be a custom brush, or a script or a setting in zbrush preference that i may be over looking.
would you call it a solution if i had to do masking and/or hiding mesh everytime i wanted to tweak between lips, tweak between fingers, eye lids, around the limb joints, etc. etc. etc. ?

I think this 3.1-patch needs quickly a 3.2-patch.:smiley: