Some thoughts after 15 or so hours of playing around:<O:p</O:p
The increased speed and performance is the most important upgrade for me. I’m astonished at how much more my machine can handle! I love the improved perspective. Far more accurate. Floor grid is great. <O:p
On the other hand, I really dislike the Alt click selection of subtools. Whenever you are switching between two subtools that are close to each other, you can’t help but sculpt the original subtool rather than select the other. Remember, the primary use of the Alt key is to invert the current brush function. The only way around this is to set you brush size to 1 before alt clicking, but this gets VERY annoying VERY fast.<O:p
Most of the other enhancements are really geared towards “designers”. I’m a production artist. I rarely design anything. I create digital models from designs that are given to me. While the 50 or so new planar brushes seem really cool, they are pretty limited to making various types of perfectly flat planes. Very few things I work on have perfectly flat areas. Think about it. Even robots and armor and weapons are made up primarily of smooth curving shapes, not perfectly flat areas. The hardest thing about hard surface modeling in ZBrush has always been smoothing out the surfaces you can so quickly create. Getting them to look machine made without the residue of slight ripples or imperfections. The new brushes don’t really seem to help this. I suspect that most of us who aren’t designers will still do things the same way as before: rough out forms in ZB, then retopologize in another app.<O:p
I’m disappointed to report that the same goes for Z Spheres II. The next time I make a prawn creature, or a multi-tentacled centipede, I’m sure I’ll be happy about them. But for my day to day work of sculpting humans, Zshperes II probably won’t change my life.<O:p
And lastly, I’m pretty bummed about the new navigation. Don’t get me wrong; I love rmb rotation. But alt click panning seems to make the view jump to a distant view every once in a while (maybe once in 5 times) Wow, that’s annoying. But what I’m really, really dissapointed about is this: In 3.1 my view would pivot around the center of any visible subtool (WITHOUT Local Rotate turned on). If two or more subtools were visible, my view would rotate around their combined pivots. If the entire figure was visible, it would rotate around the center of the whole figure. I loved this. In 3.5, the view rotates around the world center, no matter what subtool or subtools are visible. Thus, when only the hand is visible, for example, and I rotate, it flies off screen. Local Rotate is not nearly as handy. It doesn’t rotate around the subtool’s center, but around the point you clicked. As someone who spent 15 years as a traditional sculptor, not being able to rotate a piece around its center feels very unnatural. I’m told I’ll get used to it, but I really wish I didn’t have to. Why would they change this? Why not default to center rotation, with local rotation as an option? When would you EVER want rotation around the world center?<O:p
Oh, well. As soon as Subtool Master and Decimation Master are included, I’ll still have that beautifully enhanced performance. And bring on Go-Z!<O:p


