ZBrushCentral

The great list of Z3 quirks...

First post has been updated. Ala wikipedia style, it’d be great to have people check and confirm things. Also, the thread is now open to bugs, as well as the usual workflow quirks… since a few of the quirks were more bugs than anything.

Hey Reactor, regarding issues with Projection Master, here is a few threads where other people have had this issue.

http://www.zbrushcentral.com/zbc/showthread.php?t=45357&highlight=projection+master+broken

http://zbrushcentral.com/zbc/showthread.php?t=44523&highlight=projection+master

I’m sure their were others too but can’t find them now.

Pete B

Thanks Fizzy. Do you know if this is a Max export options bug? (such as, using overlapping UVs)

1.- http://www.zbrushcentral.com/zbc/showthread.php?t=45357&highlight=projection+master+broken

i cant reproduce this item

2.- http://zbrushcentral.com/zbc/showthread.php?t=44523&highlight=projection+master

in that thread have not specification about uv, disabled uv etc…exporting setting so is a presumption…

Andreseloy

Gradient sliders cause crash.

When dragging the 3 sliders in the document tab to make the backgroung almost black(the gradient squeezed to the bottom of the doc)Zb crashes nearly every time.?
I now fill the bg with a plain image to cover up the gradient.Is there another way to get plain bgs without importing an image?
cheers
cal

Deleting points with ALT click works fine except it’s sometimes hard to “catch” the pixol.
Also, the description about new starting point with Ctrl+click was not described properly in the online manuals. Ctrl+click makes an exsisting zsphere in your topology as a starting point for the new zspheres you want to add, not to start a new part of your topolgy. So if you end up making some zspheres on your base, the last zsphere drawn will be a starting point to which the next one will be connected. Sometimes you don’t wan’t that, and by using Ctrl+click, you’ll choose some other zsphere to be the next connector.
On the other hand, if you want to start a completelly new topology in addition to the existing one (but not conected to each other) Ctl+click will not work (shows mask icon). What I do is I click aside in the empty area and start drawing the new mesh topology.
My question is when doing the LocalSymmetry (Local Zsphere Symmetry) how you know when your adaptive mesh will endup closed (glass shape) or open (pipe shape)?

Flat surfaces render with artifacts when perspective is on: http://www.zbrushcentral.com/zbc/showthread.php?t=45333

Creating Edge loops destroys geometry when there are higher subd levels
http://www.zbrushcentral.com/zbc/showthread.php?t=45289

Welcome screen items overlap when on screen w/800 pix. in the y axis.
http://www.zbrushcentral.com/zbc/showthread.php?t=45054

“Do you know if this is a Max export options bug? (such as, using overlapping UVs)”

No I’ve been using GUV tiles. It’s nothing to do with seams or anything like that. I’ve painted my textures and when I’ve picked up I’ve found a load of the texture has either shifted off from where they where in Projection Master or they’ve become completely stretched and distorted. This has nothing to do with painting polys that are almost perpendicular to the view, these are polys that are almost completely front on to the view.

Pete B

Ok … here’s an odd one. ZAdd makes alphas flip horizontally. This happens if you’re deforming the mesh or creating a mask. ZAdd shouldn’t have any effect on a mask. ZSub doesn’t flip the alpha. Turning off both Add and Sub when creating a mask means the alpha is the right way round. It’s easy to work around (flip the alpha before using ZAdd if it’s asymmetrical and the direction is important). But odd, nonetheless. btw ZB2 doesn’t do this … I just checked. Strangely, ZAdd doesn’t flip the alpha if used in PM in ZB3. :confused: Update: ZSub with Alt held down gives a ZAdd effect, but with the alpha the right way round.
[attach=58784]alpha_odd.jpg[/attach]

On the positive side, when checking how the alphas worked in ZB2, I realised how … primitive … it looks and feels compared to ZB3. It was actually quite strange. It felt clunky somehow, even though it’s almost entirely bug free. To all those who are feeling a bit p’d at 3, go and open 2 and it’ll hit you … 3 may have it’s teething issues but it really is a huge leap forward.

Attachments

alpha_odd.jpg

I documented this after release, but I’m not sure it’s been hit…

As far as I can tell…

If you import an OBJ with a single lone vertice in the mesh (to be clear, this is a good mesh, but it just has 1 vertice sitting somewhere by itself, with no edges), when you apply a mask and then cntrl click the mask to smooth it, you will immediately crash to desktop.

This has happened to me on different occasions with different meshes and in each case, it appears the issue was a lone vertice which I deleted, re-exported the OBJ (from Max), imported into ZB3 and the above works without issue.

is there a way to turn off mask softening so when im drawing teeth masks so that it will act like it did in zbrush2 is there something so when i go to draw my next dot for a tooth it wont blend every time i try to mask off another part
please help me if there is?

The auto mask blurring is a little twitchy working with a tablet. It will blur the mask on your mesh if you simply Ctrl-click it, instead of making a stroke…which is easy to control with a mouse, but error prone on a tablet where you can sort of bounce off the surface more easily.

There is a setting in the “preferences>Transpose>mask blur strngth” that will almost completely eliminate the effect if turned to zero, but not entirely. I dont know if it can be completely disabled.

When the hotkey editor comes out, if this function is exposed, it could be moved to a less error prone key combo. Until then, the best key combo is Ctrl-Z :wink:

meshes with layers not saving subtools. … i just have lost four hours of work

I think you’ll have to hone your issue a bit finer than that…Ive got a tool here with layers and about a dozen subtools saving without issue. Something much more specifically unfortunate must have happened to you.

Nothing that’s going to ruin anyone’s day and I’d much rather have real bug fixes, but there are some fine typos in ZB3 that may be worth fixing in the future…

Blob brush description: note “orgainic” should be “organic”.

Elastic brush description: note “but for some model types, >it< is more accurate”. Add “it”. Nitpicky, I know.

Layer brush description: second paragraph, “before you start sculpting iwth”. Should be “with”.

Smooth edit brush: note add a space after the sentence ending in “will be retained.” and before the start of the next sentence. Also add a space after “achieve the same affect.” and the next sentence.

“Inflat” edit brush should probably be “Inflate” edit brush. Though under deformations, it is also called “Inflat”, but it is referred to in that description as “Inflate” with a “e” at the end. Every other brush is a real word, other than Std & ZProject.

I’ve come across a number of others, but failed to write them down. I will if I see them again.

Yeah, I spotted a few too http://www.zbrushcentral.com/zbc/showthread.php?t=44865

hi guys this thread is a very positive input to zb3
i pointed out the missing quick pop up help for some features. and a list has been required so here we go…
palette wise:

alpha:
no missing help
color: no missing help
document: no missing help
draw: no missing help
edit: no missing help
layer: no missing help
marker: no missing help
movie: no missing help
stencil: no missing help
texture: no missing help
Zoom:
no missing help

Brush: Mesh insert preveiw-- Accu curve-- Alt Brush Size-- Auto Smooth Strength-- macro: All the buttons are missing Help pop ups. in Macro palette.

material: the third box in material palette containing MatCap button has no help avaiable for any o its sliders.

preferences: not all but these sub palettes dont have popup info, for one or more items. these are>>
config-- custom UI-- Zsphere-- Draw-- tablet-- performance-- File-- transform-- transpose.

Render: Preveiw shadows-- no info

stroke: Lazy mouse box doesnt have help info .

Tool: in Morph target sub palette>>Project Morph-- and some negligible buttons.
under Zsphere Tool menu>> Rigging-- Topology-- are without any pop up info.

Transform: following buttons need popup discription>>
L.Sym (local system)-- Rotation Axis Constraints-- Lasso-- Transp(Transpose)…

Zplugin: the sub palettes of >>zbrush help-- Misc Utilities-- dont have popup info for their items. funny!! u have to click such bubttons to know that where does this button bring u for devine help.

Zscripts: >>Zcast-- sub palette has no info.

the Unlock button ontop rite(default porition with the help button ) has no pop up info.

i know that majority of mentioned “missing pop up info” buttons are of less importance. but i went through all menus carefully at my best to record and provide this list to concerend people.
in case of any mistake human error please correct me.

First post has been updated again, this time with an errored/missing docs section. It might seem as though something you’ve posted isn’t on the list- it may well be. I’ve shifted a few things around to group old and new reports together, if they relate to the same thing. Your browser’s text search is the best way to search the first post, if you’re looking for something.

Thanks guys for your hard work!

Undo weirdness: if you enter polypaint mode after applying Txr>Clr, your first stroke doesn’t undo properly. That is to say, it does undo, but it actually undoes the Txr>Clr application as well. The workaround is to dab some color someplace where it’s not noticable to get that first stroke out of the way… either that or don’t make a mistake on your first stroke :lol:

“Initialize ZBrush” does not remove previously imported textures.

I’m not sure if this is a quirk or a feature, but it seems like you’d want to have the option to fully initialize (refresh) ZBrush to it’s just opened state, as textures can take up valuable memory, no?

If it’s a feature, then perhaps a checkbox or preference setting, “initializing removes imported textures”