I would trade it all for MMB wheel zoom.
You’re using a mouse??
…what’s a mouse?
Also, HOLY FREAKING CRAP. I bet this is all DrPetter’s fault. XD
Thanks for the handy first aid note in your sig datdudegil - that’s good to know
Sculptris’ auto-pivot navigation option would be a nice addition to zbrush.
Also, a feature that generates zspheres out of a mesh would be cool. Or retopology/remesh that considers the mesh and its poly groups as actual zspheres.
nice sss effect on the clay too!!
Food for thought:
as mentioned previously in this forum the direction that Zbrush developpemnt takes relies in both feature requests from real day to day problems but also the feedback and objective brainstorming with as little emotional bias as possible and trying to look at the bigger picture.
in this context and just to fuel healthy debate i would like to remind a few points that comes to mind
when modeling the human form or a biped and variations of bipeds i cant think of faster, more efficient workflow than reusing existing meshes or parts of meshes that have been rigging tested…i know this sounds very low tech but it makes total sense and is way faster than any retopo tool will ever be u can also reuse UVS this way and after years of experience some modelers/riggers have perfected this and many reuse their meshes…if its a troll or a dwarf or anything that has a human structure even with the most extreme porportions could be done this way…even if some minute feature or structural abnormality appears by design we could then just retopo that particular shape and blend to prexisting topo.In this scenario the best retopo tool is called “copy/Paste”
Edge flow: again if you made a human like structure that has human like muscle systems then you have two options at least…one will be to re use a preexisting topology that you know or production knows will work well once deformed but also there are at least two other scenarios i can think of:
the creature is totally naked…in this case you might think that creating edgeflow perfectly following the muscke structure will help…assuming that this is a hero creature you might then assume a proper “hero” muscle deforming system and not just a basic rigging…in this scenario most likely your rigger will ask for a relatively simple and tube like topo as the muscle def will come from real muscle systems just like in real life…in real life the human form as we describe it as a skin acting like cloth pushed and pulled by an underlying structure…simply put in a naked skin full realistic muscle deform scenario you might need to avoid muscle definition “baked in” the mesh because it might fight the “real” muscle deforms underneath it.
The other scenario will involve also fully or partially covered characters in wich case defining muscles trough topology becomes totally irrelevant as they will be covered by cloth (except for hands or faces that can as well be reused even better when disconnected from their bodies.
Of course none of this applies if your scukpt is for rendering purposed as no retopo is needed whatsoever today…the only one needed was the in progress retopo for stretching polys that is now solved through dynamesh.
IMPORTANT:
when you take into consideration these points (reusability of meshes, relevancy of baked muscle edgeflow vs real muscle sim etc…) you start to realize that amazingly it is Hard surface modelling that as pointed out before is the one that will more benefit from retopo because of the high density and poorly optimized meshes that hard surface tools produce.(in fcat when you create a sphere in a generalist 3d program it is already a “retopo” as it creates an optimized geometrical description of a sphere…a sphere could be created in many other ways including not so optim ways like geodesically for example.
I also note that the most spectacular and ground breaking tools in Zbrush lately (Zspheres,ShadowBox,Remesh Clip curves and now boolean brushes) have mainly improved the freeform shape creation and by definition have boosted everything that was not a creature or bipeds or things like that…proof of this is in this galleries where we see more and more artists daring to sculpt hard surfaces, arbitrary or abstract shapes for which it is very hard to preplan edgeflows and even less reuse existing geometry…as a simple everyday example i could produce very quickly many variations of human faces and even binocular creatures using the same base mesh while it will be impossible to produce even two different car designs with the same mesh because their structure is not dictated by nature but by the arbitrary flow of arbitrary curves and shapes.Have also a look at what some “abstract modeling” artist can do with Voxels for example in 3dcoat or procedurally in free modelres like Top Mod…this is jut for you to ask yourself "how would i have built that in Zbrush or in any other app?
This is why Booleans or any sort of negative and positive sculpting ability was an absolute priority from day one and im glad that this is being adressed before anything else.
In this context it would be one day terrific to have also teh ability to carve in and out using a 3d brush (opposed to an elevation and alpha based brush)
this is possible with voxels where you can create any 3d shape and use it to add and substarct in brush mode and will be like drilling shapes or scooping out shapes using 3d volumes.
I should use a chisel and hammer maybe?
@ fleabay
i think people are just suprised to see that you use a mouse to sculpt opposed to a Pen and Tablet…
Maybe you would like to try using one and realize that the MMB request becomes totally irrelevant as Zbrush was designed around that sort of hardware … i personally still use mouse for vertex poly base modeling as i find a mouse better for minute translating and editing but i will deffo recommend a tablet for sculpting…
The following is my opinion as a user who has seen a decade of development…
Within is a global problem: - Want over need over callowness.
You may blame me for being bold but here in lies one’s conundrum-
Gasoil has done a beautiful job of currently estimating what might be required by a creative artist as well as what might be sought by today’s creative professional.
The beauty of Pixologic’s image/design drive: To tackle both the artist’s and professional’s desires while maintaining the freedom of pure creativity.
Pixologic’s job is to make creative expression free. Easy. NATURAL!
That being said, as of late (a decade in wait) Pixologic has fought to do their part to listen to both artist and professional.
They do what they do for creativity and the artists whom follow suit. They also happen to do what they do for the sake of industry, understanding the balance of flow and ease of CREATION.
The sooner you realize the positiveity that motivates creation, the better you will be…for YOURSELF. The rest is personal issue. Please realize that you are blaming software for your own inabilities.
I myself would then spend a large amount of time in figuring out what it is that draws me toward the negative aspect…then I realized…It was me at fault and not my creative environment.
Yeah people, its a huge step…but!..don’t be proud…be enlightened.
It takes time, it takes thought, and above all, it takes positive thought.
Of course Z isn’t developing by traditional 3D standards…but such a developmental drive requires hope, promise and the support & dreams of it’s users!
Be open…be forward…and above all, be what you hope to be!..even if you find your creative home outside Z. That’s okay. Just don’t hate me or Pixo when you find Creativity lives here…It is what they do!
Hate us or not…we do it for you…
The Artist!
~MAH~
I own 2 Wacoms.
Surprisingly, my mouse wheel zoom works in every other program that is designed to work with tablets. In ZBrush its just sits there and does nothing.
Lets all go to Mudbox forum and let them know that no one uses a mouse to sculpt and they should remove MMB zoom.
@ Fleabay
Well if you need MMB zoom why not… i personally would have no use at all for that…im sure is not difficult at all to implement but at least to me and every single other guy i know they dont touch their mouse at all while in Zbrush
its a very specific and very personal request i guess
I am absolutely thrilled to know that Mudbox users have MMB zoom :lol:
Shhhhhhh…
use the +/- keys…
I’m sure there are a lot of artists whom use a mouse. I did for a long time in the beginning. It took quite a while to get used to a tablet, and there are still things I prefer a mouse for. I too have thought it odd that the MMB doesn’t do anything, considering it could be doing a lot more when combined with a keyboard.
- Draw size.
- Focal shift.
- Z intensity.
- RGB intensity.
- Brush modifier.
- Zoom.
It could also be an easy way to give finer control over sliders, of which Zbrush has many. Just hover over one and scroll. All these things would be faster and more efficient to use than current methods, and probably easy to implement. Just my two cents anyways.
That just zooms the canvas right?
Actually the buttons for that are something I’m going to remove as I have never used them.
looks really awesome
HOWEVER, I’m not a fan of videos that are played so much faster.
They make the process look easier and less complicated than it maybe is in reality.
Everything looks very intuitive because you can’t see how many things have to be clicked or selected to get the result…
So, sure, it’s looking great, but only the final version of ZBrush 4R2 will show if this stuff is really as great and intuitive as the video wants us to believe.
:lol: You’re funny. It’s not a magic trick. It’s keyboard shortcuts.
So it is Labor Day weekend here in the USA. Most of us have Monday off. I think you should save us from boredom with another sneek please.
Love this idea!
standard mouse wheel/pen click: Zoom.
with shift: Focal Shift
with ctrl: Draw size
with alt: Z Intensity