I think ALL beta tester deserve respect!! They are professional.
Andreseloy
I think I posted this in here somewhere, but, I can’t remember and I can’t find it.
Anyway, unpinch don’t work in Z3.
In Z2, if you pinch vs unpinch (that is pinch with alt pressed):
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feureau, the pinchvalue is just a offset
im not sure but i think if you use the pinchtool with a 0 value you can pinch and unpinch
instead of unpinching you could just use the smooth brush :>
another problem: the mat cap arrow keep snaping to extreem angles and wont let me choose different angle…makes it a nightmare to get the right shade for the right angle…
Well, the value is just an offset like in flatten etc. And alt-pinch at zero is still pinching at zero offset.
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Thanks for the reply, anyway!
When you say extreme angles, did you mean it snaps to the axis? Maybe you got your shift locked. There’s a shift alt lock on zb: press shift, hold it, press alt, hold it, release shift, release alt, it’ll lock the shift. Same with ctrl-alt. If your mc snaps, try pressing the alt to release the shift-alt lock.
Good luck.
Thank you Reactor for creating this post! It is very organized and up to date! This is made in the same style that I would do it in. Nice job!
No worries Gargantula… it could be more up to date! I’m still trying to get in contact with Pix about a wiki transition. Hopefully it’ll be soon…
Um… you don’t need them to do anything to create a wiki page at the wiki…
I mean, you can request that they link to whatever page you create from the main wiki page, but otherwise, anyone can create any new page at the wiki…
example:
http://www.zbrush.info/docs/index.php/ZBrush_3_Workflow_Issues
A link from the main page was pretty much what I was hoping for…
Great thread.
I’d like to add these findings. I haven’t seen them in the first page and I hope I’m not repeating them:
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When reimporting an OBJ (with UV’s done externally, for example) into an existing tool, if the importing flippings (xyz) settings aren’t the same as they were when the original mesh was imported/exported, Zbrush crashes.
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When reimporting an OBJ (with UV’s done externally, for example) into an existing tool consisting of the same mesh devided into subtools, Zbrush either crashes, or simply adds the entire imported mesh into the selected subtool.
Thanks for managing this topic, Reactor.
UVs wen brought into zbrush (2.0 or 3.0) or exported back to native 3d app. either way is a nightmare for me. we are a gaming studio working on xbox360/pc titles and Unwrap is a very much keystone importance in gaming studios. no improvement in zb3. its rather getting worst.
- Gradient sliders in the document tab cause Z3 to crash.
YoutubeVid: - Alt-rotation function missing (where you hold alt, or control, and it changes the rotation axis to rotate perpendicular to the screen)
Youtube Vid:

Confirmed.
Solution: Change gradient mode outside of edit mode. And don’t go back to edit mode after you set gradient mode. If you need to go back to edit mode, redraw the tool on the canvas and go to edit mode.

Confirmed.
Solution: Use shift-click to snap to snap to any axis which is perpendicular to the screen. If you get into gimbal lock, use the xyz axis rotation type.
dang, I was hoping you can embed youtube vid in these threads.
A while ago someone posted about ZSlowdowns, I think I finally figured out what happened. When ZB tools is zoomed way out of the borders, it will somehow slowdown Z3. Even with the faux shadow off, it seems to still exhibit the slowdowns.
CLICK TO PLAY
Although, I suppose it’s normal behavior, since ZB is calculating more pixol occupying the screeen.
(embedding with blip.tv! w00t!)
One annoying little bug is that if you now rotate your model in the Preview window, WITHOUT hitting the store button and then do a something in the Deformation pallete it will distort off that view, acting like you had hit the store pivot button, so pretty much useless as far as previewing what youre deformation will look like goes.
feureau, i used to have that scaling slowdown even in z2, mostly it happens though when you’re using zspheres.
Yeah, I used to get that zsphere slowdowns too on Z2.
I thought this thread is dead. LOL
Btw, an addition to the quirks?:
If you make a “torso” and add the “arms” using both z symmetry and x symmetry on, it’ll delete the zsphere where the arms root should be and connect the root of said zsphere to both the arms zspheres:
I thought this thread is dead. LOL
Will it ever die? For those wondering, I haven’t updated the first page because (aside from being busy as anything the last week or so) people adding images makes updating it quite hard. I know Pix and co have been looking over this thread, so I’ll wait and see how many issues get resolved with the update, before shifting things to the wiki.
In the meantime, if people find issues, please keep adding them to the thread.
Here’s a strange one:
I created a regular Polyplane in XSI and imported it into ZBrush 3.
If I zoom in on it, the actual masking brush tip doesn’t correspond anymore to the area that it’s actually masking (way to big). I then have to scale the brush size really small to be able to paint with a “normal” size brushtip. Whereas with ZBrush’s Polyplanes, that problem doesn’t occur.
Cheers,
Andreas
pressing Hide tab button in zmapper 3, really makes it hidden (i m glad) but now there is no way to bring it back. at least i dont know.
There’s a new Quirk in 3.1
http://www.zbrushcentral.com/zbc/showthread.php?t=50304
The smooth brush is broken.
Ok, so this one’s been pissing me off for a few days:
I’ve tested and confirmed this both with a mesh I genereated from within maya and also the PolyCube.ztl that comes with the program.
I am using v3.1
Start with a Ztool with multiple subdivisions and export lv1 as an Obj and then import it into maya. Make sure your import obj options in maya are set correctly, ie: false for multiple objects. Do whatever you want: scale it, rotate it, pull some points (WHATEVER!!)
When exporting I’m leaving all options enabled except Materials and Smoothing.
Load your Ztl. import the updated lv1 mesh. Boom: new Ztool with updated subdiv levels. Even save it and re-launch Zbrush if you want.
Now:
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Mask off a section and create a group out of it. (I’ve been masking, hiding and grouping based on visibility)
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With a new group created, go to your subtool palette and click “GrpSplit” and there you have it! Your original mesh, pre-maya. Everytime.
Now try the same thing EXCEPT before clicking “GrpSplit” switch to any other subdiv level. No problems there.
This one wasted a lot of hours for me simply because I never thought to switch subdiv levels because what possible difference would that have made?!
Hope someone gets the heads-up. But then again, you’re probably due for a break and some beer.
-endo
Just got ZB3.1-- had played with ZB2 quite a bit, and immediately spotted a difference that I don’t understand. Using ZB3.1 for Windows, just downloaded and activated (8/14/08). A dual-core P4 desktop, just upgraded to 2.5G RAM. I plan on installing it on my laptop as well but haven’t got to that yet (need to make some room) so I don’t know if it’s particular to the computer or if it’s a problem everyone would have (would think it’s peculiar to me as otherwise I’d find other mentions of it).
Here’s all I have to do to reproduce:
- start zbrush. Back the canvas off using zoom until you can see it all in your viewport.
- pick a color, about medium brightness
- Fill the canvas (ctrl-F)
- Render menu->turn fog on (fog default color white)
- adjust fog Depth2 to the right a bit till most of the canvas starts to darken.
I observe a fog-colored bright line across the top of the canvas. If I do a Best render it goes away. If I export the document while in Render->Preview the line gets saved with the document. Example attached (or at least, the editor says it’s attached)-- the Learn More button on attach files gives me a 404, and I don’t see the image in the preview)…
If I switch to Fast render and back to Preview render, the line gets quite a bit darker but it’s still there. Adjusting Depth2 around a bit will cause the line to brighten up again. Only preview render seems to exhibit this behavior. Some operations seem to darken the line, and it’ll stay dark for awhile, but I can always tweak Depth2 and get it to come right back.
Is this a new feature? If so, how does it work? Or is it a bug? I did a search for fog in the questions/troubleshooting forum and didn’t come up with anything on it. ZB2 didn’t do this and I can’t see that it serves a useful purpose…
And WRT new quirks-- just as I got used to really LIKING the Auto-Pulldown feature of the top menus, they take it away-- is it still there somewhere but hidden? I want Auto-Pulldown back!
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Sync