
I’m confused about the decision to add animation in ZBrush. Making ZBrush more standardized like other 3D apps or improving the sculpting would seem to be a lot more important IMO. IMO, ZBrush is becoming bloated with features that are not really needed in a sculpting app. IMO ZBrush shouldn’t try to be a Maya or Max, just like Maya or Max are better off leaving the Sculpting to 3DCaot, ZBrush or Mudbox.
For example adding the Painting option wasn’t needed IMO, I have Photoshop and Painter for that, now they’ve added animation. What’s next a particle system?
I may be in the minority, but I was hoping ZBrush would have stayed strictly a sculpting application, with more improvements to help us speed up the sculpting process like better retopology tools and other more important things than animation.
IMO there are a whole host of other features that need to be implemented instead of animation. Such as:
• Improving the Topoloy Tools
• Allowing users to import meshes without having to append every object as a .ztl
• Improved layer functionality
• PTex implementation
• Allowing us to import .obj meshes into layers and save them as a single .zbr file without having to save as .ztl.
• being able to paint on textures in different layers to the same tool (freckles on one layer and skin on another for e.g.)
• Separate the 2D and 3D elements of ZBrush. Allow us to go into Preferences and select whether we want to work in 2D or 3D mode.
• Standardize the rotation/zoom and move key commands.
• Being able to save alpha masks to layers for reuse.
• Ability to import .obj objects into separate layers without having to go through the (append as Subtool routine).
• An X,Y, Z Gizmo so you know what axis you’re in.
• Position, Rotation Panel so you can manually type in an X. Y, or Z position or rotation value.
• Multiple viewports with the option to show side, front, back, top, bottom, perspective & ortho views.
pg
