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Opinion Poll - Navigation

Hi Francis,

I think it would be quite impossible to suggest improvements without pointing ZBrush´s downsides.

One thing that would be obvious to any upgrade was to keep the improvements made in one version to the next, like RAPID UI button, which was very useful in version 3 and was removed from 3.1. The same thing happened with the brushes listed by name in ZB3, which were changed by a fancy shelf with pretty balls, that on the deadline paranoia that professional concept designers live in are obsolete and confusing. If there are so many interface preset options, with all kinds of colors and button corner details, why not leaving at least one option that resembles 3.0 interface?

Unfortunately the great --E-- homemade plugins can´t manage the first 2 brushes in 3.1. Pixologic should have done that for us, as a default, but they didn´t.

In fact Eric (thanks, man!) did for free what Pixologic engineers are paid for, but that´s another case.

One of the most annoyng things that 3 and 3.1 users were forced to become used to, is the fact that ZADD deformations now needs the primitive tools to be converted to polymeshes, and a pop up alerts and reminds us that ZB 2 didn´t have that drawback.

It really looks like a huge step backwards, after so many years of modeling freely on primitives since the first version.

Another interface inconsistency that screams out right in the first seconds of a 3.1 first time user is the name of the TWEAK brush, that as been renamed back to MOVE. It is so basic, such a first usage tool, that was called MOVE, then TWEAK, then MOVE again, and considering that 3.0 and 3.1 releases were just a few months apart, users probably expected to find the same tool names for the same purposes.

One thing that could also be expected in any interface was a single name for a single function, or different names for different functions.

Consider the term “LAYERS”.

In any other software it means just one thing, and nothing else. In ZB layers and 3D layers are in different places, with different purposes, and SUBTOOLS that looks exactly like layers, are not.

Now consider finding, or teaching, like in my case, the concept of TEXTURE to a ZB student.

There is a TEXTURE menu on the screen top, and another TEXTURE submenu under TOOL, that is nothing but a UV MANAGER, and this should be its name, or maybe UV MASTER, since there are so many of them already implemented in the interface.

And when it comes to checking UVs, or going color >texture, sometimes the model becomes black or invisible. Onced you get used to it, OK, but how long does it take to make sense and become natural workflow?

By the way, if I can assign GUV, AUV, shperical, cylindrical an planar UVs to a mesh, or disable them, it would be reasonable if I had a button for bringing in a custom UV made outside ZBrush, as it is so very common in this business.

MAKE POLYMESH is most of the time accessible in the TOOL menu, but in specific situations, it can only be found under DEFORMERS, which is beyond any user´s comprehension.

Yet another interface mistery is after you are done with retopology, and you have projected all your finest details to you new mesh, Meats Meier says in his video tutorial that you can press MAKE ADAPTIVE SKIN, AND create a displacement map from that new topology, but he does not show us how. The fact is that this new skin has all SubDiv levels, but when you go to the lowest and try to create a map, the button CREATE DISPMAP is grayed out, and no matter how hard you try to save it, clone it, rename it, export it or reconstruct subdiv from it, you will not have this button available.

Its a bug, another one. An engineering failure, and a marketing lie.

Just a big a lie, as it was a lie presenting surface rigging miraculous promises in that teaser video, released in 2005, announcing a 2.5 version that never came through.

Yes, I´m mad at all this.

I´m mad to have spent my money on a Beta version.

I´m mad to depend on a bugged software to work, an having to teach ZBrush with all its bittersweet features.

I´m mad because I also spent money and time in DVD tutorials, and I´m having to consider going through it all again to learn MudBox, just because it works as any other 3D application on the market.

I´m mad to be unrespected as a user, as a buyer and as a professional who depends on softwares to deliver a product, and the clients don´t care if it´s a bug or whatever, he wants the job done.

He´s paying a designer for it, and I´m supposed to deliver it well and on time.

That´s why I don´t care about a sleek interface, it could look lide DOS, as long as it worked consistently and coherently, all the time.

Well, Siggraph is on its way, and hopefully Pixologic may care a bit more about usability than a fancy outlook this time.

They owe it to us all.

Nice try on those Betas, it was nice playing with the new toy, but please hand me a working version 4.0, I got jobs piling on my desk and some bills to pay.

Oh yes, and a Mac version with french fries, will ya?

Bye all,

Montalvo

well considering in 4 years you’ve only made 5 posts… a few all ranting in numerous threads this weekend.
anyway i’m not going to go point by point, but you are incorrect on many issues, and i’d have to guess its because you don’t know the program well enough.
surface rigging does exist.
you can import uv’s through an obj.
etc etc

you either bend with the wind or you break.

Montalvo, indeed it is inevitable that as one seeks to improve a thing they will be required to point out it’s current failings. The point I was making in my last post is that the purpose of this thread is to be constructive … even in our criticisms. That is - the purpose of pointing out failings in existing features (or lack of them) should be to illustrate where the situation stands so that we know where we ( or ZB ) need to go in order to create a better solution.

Both of your posts have however been merely rants, seemingly on anything and everything you can think of, no matter how far afield from even the topic of this thread, without even attempting to add something constructive to the conversation. So, please make a constructive contribution or cap it.

You mentioned earlier that you like Modo’s navigation. Why don’t you start by explaining why you like it, in a manner that is simple, logical and informative.

unless there’s absolutely no way to get it done on a technical level ( http://www.zbrushcentral.com/zbc/showthread.php?t=57956 ) i flat out see no good reason why not to include other OPTIONS. as an insult to continuity not doing it is as much to say ’ to hell with your workflow '. surely one of the key aspects to a great piece of modern software is how well it can be adapted to suit the user. and not the other way around

@InverseCatheter

I don’t know know that it would qualify as an insult, but I agree that it certainly would make good business sense, not to mention just good sense … sense.

I don’t mind something like Zswitcher to one extent, but I do. I feel like it shouldn’t be necessary to pay for such a set of rudimentary functions that Pixologic should offer as a default option native from within the application. The other issue is that as with all other plug-ins eventually they don’t work with the up to date application and the users are at the mercy of the third party developer in terms of whether they decide to continue development how long it will take etc. For something as basic as this it makes a lot more sense for users if Pixologic integrates the navigation options directly into ZBrush.