found a problem. can’t import any image document type. tried importing a .jpg for a reference, didn’t work and sometimes crashes ZBrush. this was the case in 3.12, too.
i just applied a texture to a plan, but that will work too. thank you =)
i filed a Ticket, too.
cheers
the color artifacts are still there when navigating with PolyFrame active, too… not sure if you’ve seen this…
AO mask > crash
SubtoolMaster > blur mask > crash
DecoBrush works real strange
Do others have the same bugs?
Use this thread to post questions or issues concerning ZBrush 3.12B for Mac OS X.
Be sure to include any helpful information, such as exact steps necessary to duplicate an issue. Screen shots help as well.
Thanks!
Click here to view a list of Optimizations and feature adjustments for ZBrush OSX 3.12b
Simply press Ctrl+F to fill the canvas prior to using Document>Import.
Don’t forget that you can also use Texture>Import to load an image into ZBrush.
For any further questions regarding ZBrush 3.12B features or installation, please use this thread: http://www.zbrushcentral.com/zbc/showthread.php?p=561237#post561237
AO masking works fine here.
Deco brush is indeed broke it seems. But it was for me like that in 3.12 as well.
Not sure what you’re trying to do in SubtoolMaster.
InvertedNormal: Polyframe navigating works well for me. As it does in 3.12. What exactly are you experiencing?
It would help if everybody mentioned what hardware they’re running and which version of OSX.
I’m running on a 15"MBP(4,1) 2.5Ghz Core 2 Duo, 4GB Ram, OSX 10.5.6
Seems ok here also.
So I am assuming multi UV displacement is fixed now?
Lone Deranger - you should be working :D…oh sorry its probably lunch time.
Document resize works great now. No overlay issues.
Transpose Master still doesn’t work for me. I can run through the entire sequence but it only transposes the Left boot on the Demo soldier.
Weird.
i’m thinking it’s only glitchy with some older tools saved in previous versions… who knows. it doesn’t hurt anything anyhow, just looks weird.
thanks for the tips on importing documents, aurick and ambient-whisper =)
cheers
brian
I still seem to be getting seams in my displacement maps but i don’t have a ton of experience with them so i am not sure if it is something in the settings I am using.
Mac Pro, 8 core, 10 gig RAM OS 10.5.6
Using Maya 2008.
The seams are not significant, in some cases I might be able to use the process for projects.
I am using the demo head. GUV tiles, I have tried a couple of different map boarder options including cranking it up all the way to 16. I am getting seams around the neck area.
I have tried using adaptive as well as smoothUV.
sorry for the mistake, it’s the TransposeMaster.
Trying to smooth a mask gives a nice crash
Bas Mazur: Tried it in Transpose Master… no crash. Works perfectly… Perhaps try blurring the mask from either the menu button or by control clicking on the zTool in the viewport?

Tried again using the menu and also Contr.-click. 2 crashes…
After it I tried some other meshes, some have the same problem and others work perfect.
I think you might find that the blur mask crash is actualy just a general bug.
If there is a rouge point in the Mesh, that can normal cause ZBrush to crash on Blur Mask. But at the end of the day if that is the reason, there shouldnt be a rough Vertex there in the first place. Check that if you can 
I am happier now that there is a thread specifically for questions about 3.12b
My question is hopefully easy for Aurick to answer.
What changes were made and which bugs have been addressed?
I have had many software upgrades from other software companies who all issue a list of refinements/changes etc.
People appear to be somewhat confused with regard to what to expect and what remains problematic.
If you encounter any difficulties, it may be due to added plugins or resources which were not included in the ‘clean’ 3.12 install. Please test 3.12B in a fresh install of 3.12. After you have done so, and if you still encounter difficulties with some of your meshes, please open a support ticket and include a mesh which demonstrates this behavior, we will then try to reproduce the same results on our systems.
For any further questions regarding ZBrush 3.12B features or installation, please use this thread.
Are you seeing these seams in ZBrush, or are you seeing them in the rendering engine that you export to?
As for the border option, at what point are you setting it? (Before assinging the UV’s, or after?) What size map are you using? Are you setting the map size prior to selecting a mapping method, or after? It should be done before.
Also, the demo head is a poor model to test with because you don’t have a way to restore the base mesh prior to creating the displacement map. You really should test with an imported mesh:
- Import
- Store a morph target
- Divide and detail
- Return to level 1
- Switch to the stored morph (restoring the base mesh)
- Set map size and assign UV’s (if the original didn’t have UV’s already)
- Create the displacement map
(idea 1) default rotation y axis. This gives an intuitive rotation of the entire ztool as if on a lazy susan.
(idea 2) default rotation XYZ axis. This allows an artist to rotate all round the model with no hinderance, so that he can use the natural sweep of his drawing hand to sculpt at odd angles, like hair on top of the head.
For viewing of the model, the rotate y axis is very useful. For actually sculpting the model, rotation XYZ axis is more useful for navigating.
This is a small thing, BUT. I have worked with the mudbox trial and there are SO many immediate ‘small things’ that clearly put zbrush ahead of mudbox. These small things make for a natural, intuitive workflow while sculpting. The rotation that I speak of right now speaks directly to the sculptor, who (when actually working) needs to rotate fluidly ALL around, constantly, to be sure the forms are working.
(the first thing I do when opening zbrush is switching to rotation xyz)