ZBrushCentral

Z4 wishlist

wow wow wooooowuuh! great wishes here! but the biggest is just ahead…

1 (oh these bullets) - make it z5!! who needs a 4 when you can have a five - and 4 has a bad ring, righty?!

2 (bullettime) - that’s all.

chem!

:D;):confused:small_orange_diamond:evil:small_orange_diamond:cry:small_orange_diamond:bulb:small_orange_diamond:laughing:small_orange_diamond:roll_eyes:small_orange_diamond:sunglasses:small_orange_diamond:o:+1:small_orange_diamond:-1:small_orange_diamond:p:angry:small_orange_diamond:(:white_small_square:small_orange_diamond:small_blue_diamond:small_orange_diamond:large_orange_diamond:small_orange_diamond:red_circle:small_orange_diamond::small_orange_diamond:question:small_orange_diamond:warning:small_orange_diamond:grimacing: - watch my gallery! wow!

I need a 4, because it`s free upgrade.

Two words: LAYERED POLYPAINTING!

In my previous 2 post, Change number 5 to

VOXEL!!!

…Please Pixologic… please make my life easier.

It would be really cool if there was a sculpting tool that painted on additional geometry that was in the same subdivision level as your model. For instance, when sculpting a long nose in Zbrush using the standard brush, the snake-hook brush, or the move brush the geometry quickly lessens as you move further away from the base of the sculpt. If there was a brush that actually added new geometry I believe it would save people from overly high poly counts because in many cases they may only need additional geometry in one particular region. The alternative to dividing the whole mesh is to subdivide only a portion of it. However, In my experience, hiding the mesh and then subdividing the unhidden area creates nasty seams between the two areas. If I am mistaken and there is an answer to this problem, please let me know.
-Alex

3Dcoat uses voxel modelling to achieve what your are looking for. I haven’t tried it but in order for Zbrush to do what you are asking, it would probably have to adopt the voxel style of sculpting. I don’t think it would be possible using the current functioning of Zbrush to get what you want to achieve. Also, I don’t think that voxel sculpting/modelling could handle subdivision levels in the Zbrush sense. I could be wrong, though.

Revanto :stuck_out_tongue:

Ooh, while I’m on this thread…

Symmetry in 2d painting mode. This means X and Y symmetry, Radial Symmetry and various options where you can allow painting over symmetry lines or not. EG If I had X symmetry on and I was painting on my canvas, I could restrict overpainting for the X axis so thatr if I paint on the right side, it would stop painting as soon as I painted over the left side.

It would be nice to have this so I could use the deco brush to paint designs and patterns.

Rev.

I checked with the man, what happen with Voxel sculpting is that polygons are automatically generated related to the volume.

It would help alot if ZBrush could just have a brush that create edgeloop around the stretched parts.

Therere also rumors here and there, that 3D Coat cant cope with sculpting on ZBrush Level.

BTW, its not possible to try it, because Voxel is available in V3, and its not out yet.

being able to import a separate lowpoly and project displacement/normal map using the highpoly mesh. So the lowpoly does not necessarily have to be part of the highpoly sublevel…

fact. from my experience with v3 of 3dcoat, the experience doesn’t really compare. It’s not as fluid or fast as zbrush, and for high resolution details it doesn’t actually even use voxels- it uses on-the-fly normal mapping, which as you know isn’t the same as actually sculpting… from glancing angles, the details appear somewhat flat and awkward.

However- if it’s used as a final-stage bump/normal map middleware, it’s actually quite nice. It just doesn’t have that “from scratch” workflow that a voxel sculpting app should be able to deliver.

I thought it`s not out yet. Have you been trying with the beta test?

Never mind, I found the Alpha ver download

A U T O - R E T O P !!!

Oh yeah, here’s a big one for me: SpaceNavigator support! Or at the very least expose the “camera” orientation controls to scripts, that way experienced coders can write an interface plugin for this and other haptic devices. This would be HUGE pixo! we’ve been begging for years now :slight_smile:

oh, and yes.

I have three simple addons


  1. Polypaint merge (when you merge 2 subtools together the polypaint usually goes haywire there is a trick to move everything to textures but a simpler method would be nice)
  2. The line tool in the 2.5 d tools moved to the 3d tools.
  3. Material Clear (erase all material from an object so that you can surf through the materials and see them apply to the mesh much like they do before you fill the material. (confused yet)

  1. Zcubes - like Zspheres, but for hard surface objects.
  2. Insert edge loop brush
  3. Extrude face brush
  4. Rigging
  5. Layered polypainting ala Bodypaint
  6. Retopology tools like Max 2010, or 3D Coat
  7. UV layout tools
  8. Subsurface Scatter shader
  9. Photoshop .abr import for brushes
  10. a 64 bit version
  11. better transfomation tools

Top priority would be better hardsurface tools for armor and such. I know NickZ & Seb are doing cool things, but it is still way more intuitive in Max or Maya.

And fixing existing bugs of course.

Cheers,

Matt

For the ProjectAll tool, it would be nice to add a functionality where after a projection zbrush would calculate and recognize spiked vertice and smooth them back to the surface(maybe recognize that the point is far away from other points and then average it back based on other points around it). I don’t know how easy it would be to recognize one point shooting away from all the rest of the high poly mesh, but it would be a nice feature to get rid of some of the headaches that comes with this tool. Thanks! :smiley:

i would like to see a working version of zcast in stead of having to host with conferencing software like adobe connect i kind of liked the idea when they first mentioned but have not heard anything about it since … but it does seem like it would be a great addition for learning and teaching plus i would really like to know what zcast can do… but i was wondering how in depth it is for conferencing between zbrush users because the only alternative we have now is adobe connect and the streaming speed is not as fast as it could be…but again it would be nice just to join and broadcast zbrush sessions…

and i think one of the things that bugs me is the auto blurring of masks when you go to draw it if that was fixed that would speed up work flow for some wide reason it always blurs when i go to draw another mask and it gets annoying after a while when trying to get nice hard masks…

but yeah all and all i think i want an auto save feature to the extent of when the zbrush crashes it saves out everything to a history folder so you never lose what your working or have the risk of it getting corrupted im sure a lot of other people would like to see this also…:wink:

I’m hoping for voxels and or an easier to understand hard surface work flow. So hopefully more noob friendly, basically. Whatever it has I can’t wait to try it!:smiley: