ZBrushCentral

The great list of Z3 quirks...

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 :smiley:

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:
Untitled.gif

I thought this thread is dead. LOL

Will it ever die? :wink: 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:

  1. Mask off a section and create a group out of it. (I’ve been masking, hiding and grouping based on visibility)

  2. 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:

  1. start zbrush. Back the canvas off using zoom until you can see it all in your viewport.
  2. pick a color, about medium brightness
  3. Fill the canvas (ctrl-F)
  4. Render menu->turn fog on (fog default color white)
  5. 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!

Sync

Attachments

ZFOG1.jpg