ZBrushCentral

Questions and Troubleshooting for ZBrush 3.5R2 Windows

I support Roland Kaiser - bring back iextr

It is just astonishing how Pixo can just not get its act together with these simple things.
Fiber render does not work either as reported before.
The change to the TOOLs menu ie UV etc are all just silly and why change them anyway.
Always these little changes that are just not necessary and confuse the enduser.
WHY???

How about just sticking to the “additional procedure” - do not change what is just add new stuff - that would be great.
And stop changing where things are above all.
PLEASE GET YOUR TEAM TO STUDY INTERFACE DESIGN AND END USER FRIENDLINESS !!! PLEASE!!!

There is a HUGE performance difference between using materials with more than 2 shaders. A 4 shader mat makes a 300k sphere lag like crazy, where a 1 or 2 shader mat is relatively smooth. I tested this in 3.1 and there did not seem to be an apparent difference like there is in 3.5r2. even switching between mats is slower.

EDIT: actually normal 4shader mats are not as bad, the bone illustration materials for some reason are very slow, maybe because they have images and textures?

well at this point i simply can’t imagine that anyone at pixologic has ever even used the app. that they arrive at such bizarre ’ design ’ decisions i wouldn’t be surprised if they scrub their teeth with the handle end of a toothbrush. rubbing their bellies anticlockwise and hopping on one foot

.

anyone else getting a massive drop in smooth intensity when tabbing into fullscreen mode ?

Just wondering if there’s any news on ZApplink for 3.5 r2?
Am scuppered without a proper link to Photoshop…
Don’t know why the export option only exports the lowest/default doc size even though the doc i’ve created is doubled or 2x doubled???
:frowning:
Any news on the other plugins…?

Plugins created for 3.1 or older, are not compatible with 3.5
Plugins for 3.5 are in the works, when available news will be posted at ZBC.
:slight_smile:

i noticed that zcast was completely removed in 3.5 does this mean that this idea is scratched because it was in 3.1 it seemed like a great idea for presenting and teaching directly inside of zbrush? or is this undergoing further development for future updates?

oh and that new feature called (equalize surface area) that was added sounds like a good idea but every time i have tried using it i get in instant crash unless this feature isn’t fully developed and is just a sit in till zbrush 4…

also i noticed that the zspheres them selves as well as sketch sphere now have there own color coded poly groups. but yet are unelectable when clicking on there particular color group well in sketch mode and the only way they work as groups if converted to a unified skin… but seems to me it would also make more sense if sketch sphere were selectable as poly groups also because it would lend further to the workflow of using them in combination transpose masking or topo masking of that particular chain…

but would definitely like to see the thumb nail preview back so i can organize my tools by date modified makes it easier to find the most recent one…

I also miss the ability to be able to hold shift + click on zsphere link and have it sized straight at certain degree of increments i believe it was called snapping in zbrush3.1 instead of eye balling i really did like that in 3.1 and i hope you implement it back in zbrush 4… along with hopefully the ability to be able to join regular zspheres together to in turn make a closed mesh so we can have a continues connection of two separate chains… along with the ability to be able change the placement of the root sphere since things do come up in the concepting stage… also i notice that the new adaptive skin algorithm the settings don’t work in real-time when adjusting sliders it would come in useful seeing results in real-time like you did with the classic skinning mode in zbrush 3.1… really all the deformation tab would i was kind of hoping they would of done real-time updating for 3.5 but still looks like its guessing would be nice to have it update in real time on the canvas so you know what you going to get before you confirm settings…

but also i did kind of like the feature you had in i think it was zbrush 1.5 we had the the ability to cut copy and paste zsphere chain placement any where on the zsphere rig would like to see that implemented back if possible…

but speaking for my self i love the new skinning algorithm far more accurate then before which was what i wanted most so thank you…:wink:

Hello

I am not having any issues with exporting a document. Any document size that I set exports correctly from ZBrush. Could you give more a step-by-step of what you are doing please?

Paul

My zspheres are snapping to the angle. Could you make a movie of the issue so we could see?

Paul

troy, (equalize surface area) works fine for me.
i too would love zsphere cutting/pasting to work again.

also no comments on any of the stuff i’ve written? aurick/gabo/support ??

hey gabo1991 really ive been trying to snap them at different increments like zbrush 3.1 have the controls changed because i noticed to add same size children to a chain has changed controls from what it used to be… and alot of controls and features have been cut and changed it would be nice to just add instead of cutting features because i know a lot of the features they cut i use on a regular basis when using and some don’t work at all like that auto recovery zbrush and i would like to have them back in the new release…

hey space i just tried it with sphere and it worked fine but when i was trying to do it with my unified skin to help the places that were stretched and it crashed zbrush instantly so maybe its just unified skin…

yeah i also would like to see zsphere cutting/pasting return… along with maybey the added ability to close two individual zsphere chains after all pix did post that cube image along time ago but apparently did not integrate it because i know i for one would find it useful…

yeah i to would like to have some one confirm my questions?

hint… hint…—> pixologic…

troy that old pix picture i think was done using unified skinning with smooth off.
i guess with unified skin it doesn’t matter if we can close zsphere chains, i’m very happy with the updates to unified skinning.

yeah space your probably right just seemed to low poly to me to be unified skin plus they are perfectly spaced and had good topology…

yeah really anything is possible now sketch spheres plus now we can get sweeping shapes easier with them which is great plus the unified skin no longer merges like it used to which im loving for the simple fact that it gives things its roughly true form which is going to work wonders in terms of workflow no more shooting vertexes on smaller chains…

now we wait for the ability to use reference interactivity with out crashing…:wink:

in the mean time till that happens somebody should startup the weekly challenge threads again now that Mahlikus is back…:smiley:

troy just to see, i tried digits old zifclick 2 and 3 and the copy/paste function so far seems to be working at least better than it did in 3.1 one hitch though is that evertime you select a node with the “d” button and do a copy or paste you need to go back into the zscript palette and hit reload to be able to select a new node. don’t forget to hit the init button in the zifclick menu. so a little buggy but maybe he can finally update it.

thanks for the heads up space because there’s no guarantee that there going to hard wire this feature in to an update although it would be nice…
another hint----> Pixologic…
im surprised zifclick would work considering they said alot of the coding has changed… got to hand it to digits Digits…:wink:

troy i tested the zsphere snapping, strangely in 3.1 the angles were arbitrary, i couldn’t get it to snap to exact 90 degree. Anyway it seems that holding shift activates the zsketch smooth brush even if you are not in that mode. However, you can try to use the deformation palette to rotate etc your zspheres, with masking needed. i swear there used to be a plugin that could do this too, probably a digits one.

yeah space it seemed like they changed it for 3.5 apperently didnt find it useful for doing angles or straight lines… yeah i noticed that also but i also noticed when sketch sphereing you can only smooth in draw mode you cant smooth well having move selected i was thinking maybe there going to expand the features later to be able to transpose sketch spheres with topo masking after all they do have there own poly groups for each sketch chain …
yeah i never thought about using the deformation tab for zspheres…
hey you know what would make it nice real time deformations so we can see the result where going to get… hint----> Pixologic…

yeah there used to be zifclick because was not hardwired in…:wink:

equalize surface area ? what feature is that? where is it located and what does it do? :o

Hello guys, im having a problem with my EXPORT button on texture tab…
when i try to export a painted texture and hit the export button nothing happens, and i realized that the import button dont work too…

any solution for this?

tanks

as some others have noticed display issues with zspheres today i found this happens with normal geometry as well.
while playing with the default sphere i stretched the polys too far and they became transparent. even with double sided on for display you can still see through them. they are not holes though. having multidraw off doesn’t make a difference.
here is an image and the sphere attached.
nvidia geforce8800gts512
8gbram
xp64

Attachments

ZBrush-Document.jpg

yeah i noticed this to space seems to happen when are polys far apart from each other i thought it may have been multidraw to but haven’t found a way around it yet other then its a hard coded display issue…