ZBrushCentral

transpose modeling videos - anyone else thought they were painful? :)

i don’t mean to be a dick and i learned a LOT from michael pavlovich’s vids on dynamesh but dangit, transpose modeling, which is zbrush’s implementation of the more traditional/nonsculpting modeling you see in apps like wings3d or lightwave just seems painful in zbrush still.

i think it’s good that zb has the capability to do some of the modeling operations that are demoed but i couldn’t help thinking that especially for the monitor plug/cable, we were seeing an instance of the wrong tool for the job. that could have been tackled much quicker and easier in something even like maya (which isn’t a great poly modeler).

i guess the biggest distinction between zb’s methodology and other apps like maya and wings3d is that we have no functionality for SELECTING polys and we substitute that by using visibility and masking - which adds A LOT of button pushes (most common is hide/mask/unhide/reversemask for very simple operations. with the addition of the xyz jack along with the transpose line, we’re getting closer to some of the more traditional apps but i think that the differences that still exist hurt zb in terms of this kind of work.

so this is just me thinking out loud about how i’m going to proceed with my workflow… especially with goz, it’s painless to drop into a traditional modeler for that kinda work… and zb can still use the more traditional kinda operations in weird and wonderful ways that are unique to zb… so i think for me, it’s about using zb correctly, for what it’s good at… and not try to hammer a nail with a shoe.

personally, i’d be thrilled if i could do ALL my modeling in zb… if it had the facility to do traditional modeling as well as something like modo.

i don’t think there’s a lot preventing that from happening from a technical standpoint… although because we don’t have a select function, i’m beginning to suspect that might have an unexpectedly large performance impact?

but there does seem to be a philosophy that we just don’t work like other apps and we try hard to do things differently. i’m hoping that we can ease off that and directly adopt long established workflows for traditional modeling so that when that is called for for a specific model or part, we can do it without jumping to another app or jumping through hoops to do it in zb.

so for now, for me, it’s about finding ways of doing things in zb different than i would do in other apps… cuz if they’re things that i would just do the same as i would do in other apps (and this is what i saw a lot of in the transpose modeling vids), i’d probably be better off doing them there.

actually, i’d be really curious to know the workflow that was involved in making the trainset models for 4r4 promo image.

any thoughts on the transpose modeling workflow?

jin

Yup, transpose modeling can be slow compared to 3ds Max or other DCC tools.

Zbrush needs this. :+1: