Is there any way to do this stuff in Draw mode? If I try and switch to Draw mode it tells me I have to convert it to a polymesh (somehting like that) and, if I do, it messes it all up.
I just thought it would be nice to use mroe than just move, like the nudge brush, or⦠!!! THE Smooth Brush!!! <-- It would be nice to be able to smooth things after manipulating to bring it back a little, like if I have to pull in a part to match a lumpy area, Iād like to smooth it out to less distortion, but I have to do this manually.
Two other things Iām wondering about, one of which is probably totally impossible, so the other one first:
Iāve noted that, especially after a lot of manipulation, the red dot indicating where youāre working ends up being nowhere near the cursor and while I cvan deal with this and compensate for it, itās annoying and in some cases itās impossible to get to certain parts, because if you move the cursor to where the red dot would be, Iām off the mesh and, as a result, no longer getting the red dot at alll (and if I do anything I just end up rotating the image plane, which aappears to be not undoable on top of it all)
The other that is probably impossible due to the shamefully limited image format output options and the way Projection Master works and stuff, but hey, if Iām wrong and it IS possible, I may as well ask (besides, maybe this way Pixologic will hear about somehting interpreted as a lack that should be addressed anyway) So here it is: Alpha channel on textures.
Gonna elabourate on that last part, in the sense that Pixologic should make this possible, because if they donāt someone like one of the open source coders for mudbox is going to eventually jump on this and make a standalone app, and Iāll buy it out of potential ZBrush 4 funds:
Right now we can do some amazing stuff to wrap textures onto a mesh using Projection Master. Problem is, then once we pick them back up the āfadeā fades not to transparent, but to white (or whatever was there before). This means we have things overlapping each other or fading into white and if we want to stitch them together we have to erase edges manually (and possibly need to erase near a seam, which introducsed texture seam visibility, which is bad)
If textures were able to maintain an alpha channel, we could start PM with a transparent channel and fade to transparent. Then when we take our sections and load 'em into Photoshop and layer the exports together, they marge up right, so we just erase the random little gray bars and anything that got onto the wrong area on a later layer, and viola.
Right now itās great that we can do that, but cleaning up the results takes nearly as many hours as making a texure the old-fashioned way.
(While Iām making a wishlist item in this post, I may as well add: Support for OBJ materials with separate textures built for each would make all this even better ā in case it gets heard OR said proverbial other programmer is trawling forums for ideas)