Basically you’d like a drill… with a solid core option selectable
I think most if not all would like the ability to be ale to cut holes on the fly…
hence why so many want voxels…
I don’t want holes cut on my fly!
a 3/4 alternate view when using projection master, this way you can be certain of depth and placement.
I would like some hot-keys which let you scroll thru the different sizes of a Zsphere. Maybe my computer is very slow, but it’s annoying to drag out the different sizes of zspheres. Often it’s a battle of going in random directions until I hit a combination of the right ones to get the zsphere size that I’m after. Also, if you could attach zspheres to other zspheres. For example, if you start making a loop, it would be good if at the end of the loop you could attach the very last zsphere to the very first zsphere, know what I mean Vern.
I like this idea! Stepping a user defined amount would be nice.
I am not sure if this has been mentioned yet, but it would be nice to have a way to turn off the “colorize” button on all subtools at once. Like in subtool master when you can low res or high res all…
I’ll repost my suggestion here:
I was thinking it would be a cool “mirror sculpt” option, to be able to set up a vertical/horizontal line on a surface, and then sculpt and be able to see your work mirrored on the other side of the line as you work, independent of any symmetry. so for example, if I want to sculpt a symmetrical shape on one side of my character, I could set up some kind of plane or vertical line that lets me mirror my work so I get a symmetrical design whenever I want and don’t have to work with any kind of pivots. Hopefully I’m being clear here,
fluxist, unless i misunderstand you, subtool master already does that, you just click on the zz in the fill option box :
http://www.pixologic.com/docs/index.php/SubTool_Master_Pop-Up_Interface
Got another feature I’d like to plead for. I was hoping there was a way to write a script to make it work. Unfortunately there’s not.
I call it “Guide Line”
It’s appearance and functionality is very similar to the “Draw Pointer Line”. Only difference is it’s attached to the Active Brush icon. It’s used as visual guide to judge your recreational sculpts against your ref/study images.
The User selects “Guide Line” from the “Transform Menu”. They hold down a keystroke, like “G”. This lets them Edit/Move the Guide Line out from the center of the Active Brush Marker with their Mouse or Wacom pen.
The Guide Line is colored orange just like the Draw Pointer Line. It has 2 circles instead of 3. One circle at the start and one at the end. Both circles are the same size. Maybe the circles size can be changed using another keystroke. Both sizes of the circles should be the same
The user can position the End Point of the Guide Line anywhere they want over the canvas. Just like you can with the Draw Pointer Line. The user places the Guide Lines end point over the same location on the reference image in contrast to where the cursor begins on the model.
The user can hold down “Shift” while holding down “G” to make the lines horizontal plane perfectly straight, same as the draw pointer, but you need to include the “Shift” keystroke with the “G” keystroke held down, because “Shift” all by itself activates the Smooth Functionality of the Brush.
When the user releases “G” they leave the Guide Line edit mode. The position Guide Line follows the Active Brush cursor when the user move the brush cursor around on the model. The user can see where the end point is in relation to the start location. They can see how well their recreation matches the reference image in real time.
The red circle area of the Active Brush Cursor retains it functionality and appearance. You can resize it just like before. It still changes color when you click shift to smooth. Lazy Mouse and Standard Brush functionality and appearance remain the same. The only difference now is that you have an Orange colored Draw Pointer styled line attached to the Active Draw Brushes Cursor.
To turn the “Guide Line” Off or On. The user clicks on “Guide Line” icon in the Transform Menu. The Guide Line retains it’s placement until it’s re-edited.
The user can store/save the set view that matches the background reference image at any time using Zapplink. So it’s very easy to return the model to same position as the ref image using Zapplink.
I honestly believe this will add a new level of recreational shape matching functionality to Zbrush. I want this app so bad… More so, than any previous app request I’ve made thus far.
a miniaturize, “scale down” brush. Kind of the opposite of magnify.
Hold down Alt when using Magnify. It’s the opposite of Magnify
Here’s my list. Some are repeats, some aren’t.
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64bit
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Simultaneous releases and point releases for Win and Mac. Win and Mac users are currently using two different programs and it’s causing some confusion in the community. Pallets got switched around, processes changed. I can’t even help some people in the Questions & Troubleshooting forums because I’m not using the Mac version. It’s frustrating.
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Update the online documentation to reflect UI changes.
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I would be nice if I didn’t have to save through subtool master and I could just use the regular save (ctrl+s) without fear of my tool getting screwed up. Whatever subtool master does when you hit save, make the regular save button do the same.
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I think that along side the Z4 release should be some videos on the Pixologic website that go over the primary changes from a workflow perspective. From what I understand generating certain maps is different now, the Texture pallet has changed, etc. If they don’t release videos, people are going to have to figure out the changes on their own, or they’ll have to troll old threads from the Mac users who have had these changes for a while.
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A layer pallet similar to Photoshop for polypainting. Includes visibility toggle, opacity slider, and standard blend modes (multiply, screen, etc).
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A layer pallet similar to Photoshop for sculpting. Includes visibility toggle and opacity slider. I really like how Mudbox has their 2d and 3d layers unified in one area and that they look and work very similar.
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A morph mixer that allows you to store many morph targets and blend between them using sliders. No animation. An interface similar to the above mentioned layer pallets would work well - a vertical list with intensity sliders. This would allow us to store multiple face poses, multiple body poses, multiple design iterations in concept work - all on one mesh - and even blend between them to get even more possibilities. I like the current way of storing one target for use with the morph brush and to help in other situations, but maybe that could be called 3D snapshot or something and we could have a separate, proper morph mixer.
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Updated ZMapper config file presets.
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An Insert Edgeloop tool with the ability to position the edgeloop interactively, like in Maya.
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A polypainting tool similar to Clone Stamp in Photoshop, for cleaning up texture seams. From what I understand, this (and layers) is the reason many are still using Bodypaint.
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Combine the Displacement pallet and the MutiDisplace plugin into one unified area for generating displacement maps. In fact combine them with Zmapper as well. Just one place to generate the various types of maps people need, instead of having thems scattered throughout the interface.
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Either rename Disable UVs “Delete UVs” or make Disable UVs something you can toggle on and off nondestructively - toggling it back on would bring back your UVs.
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… the possibility to use some parametric transformation like h=15 cm w=5 cm or pixel or inch…
I think it is really usefull.
For example now we have “3D PRINT EXPORTER” if we can decide the size of the final object it would be good.
How about when “Save Tool” is selected, and the tool’s already been saved to disk, it just saves it w/o the “file already exists, overwrite?” dialog…
It’s a wee thing, true, but it would save me a lot of time and keep me “in the moment” longer.
Zbrush needs a smart divide option which evens out the lower tesselation to match the density of the highest tesselation in accordance with the memory prefs.
Cheers,
Sparky.
I hope only for a super stable version and not crashing 10 times a day and bugfixing. a working topotool would be great like in the old vids, not that thingie what we got finally.
thats all…
agree with ndrew about being stable. oh and i wish i had it now:lol:
1.no right button of death freeze!!!
2.a timeline or a slider to blend between morphs…ya know for character work.
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The ability to export combined maps from all subtools, ie disp, norm, colour etc…
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I agree 64bit
5…hmmm a way to really make custom brushes by easily combining any attributes and operations…asking too much
EDIT: sparky, reconstruct higher subdivisions
its alive, I call that etch a sketch
Holding down alt doesn’t miniaturize or “scale down” the mesh. It just smooths it and pushes it in. It scales everything out just like magnify while pushing in rather than pushing out. What I want is the ability to scale down a portion of the detail, “miniaturize”, kind of like the liquify option in photoshop.
Here’s another one: The ability to use the Morph brush when part of the mesh is hidden. Right now if I use this brush on a partially hidden mesh, it would either screw the mesh or crash zbrush.