Well, primitives are different animals… they are not editable, which means their surfaces not counted as true 3D yet, until they get “make polymesh 3D” applied, AFAIK.
Just tried it, made about a hundred dots and strokes, no problem at all, holding ctrl on my tablet the whole time, but even letting off ctrl here and there no problem.
Just to clarify, you have tried on a polymesh and you have tried to put those dots very fast? You need to click and release very quickly, that is when zbrush thinks that you are trying to blur.
What kind of tablet do you have? If it is wacom do you have any special setting? Do you use “recognition data” or “standard mode” in your wacom settings?
When I was putting does, ctrl Click, I’d hold down the mouse button, move just a hair until that dot appears, then I’d let go. Despite this taking 2-5 seconds, the instant I release the mouse button, the new dot is blurred, so much that it’s gone. So it seems to me it’s not a time thing, but how much you move the cursor when control click when it decides to blur. Doing a dot seems to qualify as a quick control click since you don’t move the cursor.
Sounds alike you were using ZB 2, since it is piece of cake to do it in ZB 2. (Although I assume you may use 3.1) Plus, in ZB 2, once you press ‘Alt+Ctrl’ (order was important) and then you are in constant masking mode. In other words, you don’t need to hold nothing to make additional masking.
Here is screenshot of quick test in ZB 2…
I used Wacom Intuos 3, by the way…
rybeck,
Sorry mate no access to my zbrush machine at the moment will try to explain it better,
Basically what I wanted to paint was a heavily pitted surface on a shell. I wanted to mask all the pits and then apply an inflate or whatever.
I found problems trying to mask all of these areas without it blurring so instead I modeled the shell fairly loosly but making sure proportions were correct. I then textured this using phographic reference in photoshop using zapplink.
when i was happy with the texture I had a low detail hi subd mesh with texture applied. I then exported this texture (ie the flattend uvs) back into photoshop. where i could treat it in a way that allowed me to create a black and white mask of the areas i would want to affect.
In photoshop desaturate use levels/curves a bit of paint work etc.
When happy with this back into zbrush and load this as an alpha. then in masks click alpha to mask.