ZBrushCentral

My Wish-List for ZBrush 2.0

I meant 3D hair. I can paint hair just fine in one picture, it’s the many different pictures that I will need 3D hair, as in it’s 3D just as the posed figure will be in 3D. Maya’s Paint FX is OK for this, but it’s very difficult to get accurate, or even realistic results. I want something that is a little less strenuous to accomplish.

I’m also not a big fan of Helmet hair for most things. It would work fine for short hair, but for longer hair it looks too, sculpted, rather than flowing. I’ll try and post some examples later.

EDIT:

Here is an example of how I need to do hair in Maya. It’s a pain to be quite frank. And the results aren’t as easy to achieve as the tutorial would let on.
http://www.persistentvisions.com/IndexFramesetJam.htm?Tutorials_Main/hair/hairMayaPFX.htm~mainFrame

Here’s my buck, 01/15/04.

I am able to make hair in almost any shape with zBrush’s primitives and TextureMaster. I would rather to use Deep Paint 3D and import 3D from ZBrush.

  • Deep Paint 3D paints directly on 3D
  • ZBrush creates perfect 3D objects and its geometery with texture map

I thought I posted painting directly on 3D in my wish list for ZBrush.

:large_orange_diamond: 19) Able to paint directly on 3D object with alpha

Anyways I posted " :large_orange_diamond: 8) Reset starting point for symettery xyz and radius on selected zSphere joint(s) Note: any joints may be selected to reset starting point for symetery" I have been thinking about it last night. It would be useful function to create trees, plants, creatures, and complex sculptures. This function would allow to put leafs, nuts, fruits, vegs, add zspheres for branches, or whatever you want to put on the tree in various places. Every selected zspheres can have its own radius symmetery. It would be very rapidly to create plants that way.

wchamlet – now I understand what you meant about the secrecy – I’m all a-tingle myself :wink:

as for the hair question, I didn’t respond because I knew there were other people here better qualified to answer in that context

recently I have been seeing the commercials for “Final Fantasy X.2” – so I think I have a better understanding of your hair question – that must be the most polygon- or computationally intensive part of each frame, unless they are using secret tricks

my only understanding of modeling for games comes from people in this forum, but even so, when the commercial for the latest “Grand Theft Auto” aired on tv, I was thinking – wow, they expended polygons for the pockets on the cargo pants :wink:

just a post-it to myself for the next wish-list: it would be nice to have another square popup canvas just for doing seamless textures, since most scenes will probably not be in a square aspect ratio