That would rock my world.
Photos Displacment Editor for 16bit Zbrush - I would pefer it to be a plugin so as to be able to do the following with Zbrush using a plugin
VOXELS ! Please !
And much more refined retopology tools.
After having seen what you can do with voxel based sculpting in a seemingly buggy application as 3DCoat, I’m simply amazed that Pixologic isn’t looking into this.
ZBrush would be unmatched with the following workflow:
1 sculpt general form with zsphers
2 sculpt more detailed form with voxels
3 retopo
4 sculpt finer detail (which ZBrush already does greatly)
Don’t know if this has been mentioned here or not but here is what I want:
The ability to export a limb or any peice of a figure while usng z spheres so that your only focusing on it then you can import it back to the main figure, Hiding parts does’t work all that well for me plus the preview adaptive shik shows the full figure when a is pressed. insert mesh wouldnt work that well either since you have to blend it back onto the body. I’d want this for working on hands and feet and stuff like that. Or maybe like a detatch re attatch function for zspheres would be cool to, model a body or something and then seperatly model an arm and then append the arm and attatch it to the body instead of redrawing it.
if there is a way to do this already lemme know
A cool addition to Zbrush would be a Ztools loader. Something like the Alpha and Texture loader, but for Ztools and OBJ files.
- Mental Ray.
- a way to control exactly how many polygons your model becomes when you divide it.
- Better non-organic modelling tools.
small_orange_diamond
Damaher
- a way to control exactly how many polygons your model becomes when you divide it.
zbrush already has this, as does in program that subdivides your mesh.
It is no secret magic formula, every time you subdivided it quadruples your polygon count.
So if you are trying to hit a specific polygon count of lets say 2 million. just divide that by 4 several times and you can figure out what your base mesh should start at.
64 bit zbrush. Vital.
Ability to paint across subtools. Without it you end up having to hide neck seams and so on.
More file types. Specifically targas.
Retopology that sticks to the targets surface when you move the spheres and ideally the ability to turn pen strokes into a topology grid a la 3dcoat.
Lastly either texture layers or even the ability to control the paint brush so you can paint with an overlay, color dodge or so forth type of effect.
- Precise control (numeric - rotation, scaling, moving etc) of individual zSpheres in a chain of zspheres.
- animation - morphing, growing etc
After sleeping with the enemy for a couple of days (Mudbox) I have come to appreciate Zbrush all the more. But man is the UI sweet and there is very little voodoo involved in getting stuff done.
So my wish for Zbrush 4 is too get rid of the voodoo. For example, setting up an image plane:
- import an image
- launch the IP plugin
- assigin a flat shader
- drop to canvas
- hit “T”
- drop base mesh to canvas
- translate object in front of the dropped image plane.
- hit “T”
Thats eight steps to set up an image plane.
There are numerous other simple tasks which require far too many steps.
I am sure your working on these for future releases, but just thought I would chime in. Other than that you guys rock.
Cheers,
MC
Quoted for agreement. Stuff like this is what is putting off a lot of users around me from using ZBrush. Lots of stuff could be made much simpler all round. For example, how about just dragging my materials from their slots onto my subtools to assign them? Or when changing topology, why should I have to draw a zsphere first, surely small steps like that could be removed or made transparent to the end user?
Actually, it’s much simpler than that. All you need to do is:
- Load your model and put it in Edit mode (hit ‘T’).
- Press Image Plane>Load Image. Image Plane will give you a dialog box to load an image from disc, or if a texture is already selected in the Texture palette it will use that.
- The image is automatically placed behind your model and you can start sculpting.
HTH,
I’d like to see some kind of mesh instanced feature. So then I can work on one object and see the instanced object(s) be updated…
Better support for multiple UV regions. Fix Seam should work on multiple UV regions.
Introduce an absolute measurement system into ZBrush.
A blinking light that alerts/reminds you every few minutes to save your package. Of course, you get to set the time for it. So it would be kind of like max’s autosave, the only difference is that it doesn’t actually save, it just alerts you, which is better I think.
My request is for better/easier Appending of SubTools. For example in 3DCoat you just select (Merge) then browse to the .obj you want to add and it is added, but with ZBrush you have to do it in the correct order or it`s messed up.
For example if you sculpt a head, and you want to add some eyes you have to first make the head a ZTool then clear it, then import the eye and then append the head. A real pain to have to follow that order. Why not just allow us to select Append and then import the .obj file. or select Append and select an .obj file and a message comes up asking if we would like to convert the file to a ZTool and then it does it automatically and adds it to the SubTool menu.
Ah, I finally found this thread! I’m a relatively new Zbrush user, but have had my eye on digital sculpting packages for some time. First thing to say is that I think Zbrush is a simply amazing program. Ive seen alot of debate over Zbrush versus the newer advent of Mudbox. The way I look at it is mudbox is basically maya plus Photoshop, so if you know those… you’ve got a good grasp on mudbox. Zbrush however is the “alien technology” Its highly powerful in unique ways, but a bit foreign to navigate.
I actually like alot of the uniqueness of Zbrushe’s interface, and would not like to see that go a way at all - I think it is well suited to many things.
All that said, however, I think there is quite a bit of room for improvement of small things - its in the sum of all of those small things that the greatest transformations take place. Attention to that is what makes companies such as Blizzard very successful; the small things add up.
Wishlist:
- As mentioned untold times before (many in this very thread - I am seconding it big time) is the inclusion of a more routine movement scheme such as maya’s. Different programs use different schemes, and I’d imagine that users of any of those programs feel the same. Were it to change to something more like Max, all of us maya users would still feel the same. Is there a way to add different viewport movement “styles” to accomodate all users? I gaurantee doing this would bring a lot more attention Zbrushe’s way.
(note: GoZ is an excellent feature which I am very excited for, but working that instantly between two different softwares in which the simple act of moving around in the view port is different will get disorienting and result in some undoing and un-needed frustration. If the goal of Pixologic is to allow artists to create at the speed of our imaginations, then giving us the opportunity to not get caught up on simply moving around between the programs is a detractor from that goal. Be it a matter of comfort level with a given system or not, I’ve found that even being comfortable with Zbrushe’s viewport navigation… it is still less efficient, slower, and cumbersome to get where I want to be in a model. All of the features Zbrush is currently adding are hugely valuable additions which I applaud this company for engineering and implementing - this would be too, despite its apparent simplicity.)
-I believe someone mentioned something like this earlier: the ability to more easily and speedily import meshes and subtools. The process of importing an OBJ, then click on the six sided star, then importing another, and so on, seems to me to be one of those things that I only do grudgingly. It took me a while to find out that I had to do that in order to import multiple meshes, and I was quite frustrated searching for that bit of information. Is it possible to allow multiple files to be selected within the same importing function resulting in all of those OBJ’s being imported and automatically merged into a subtool? For characters or objects with large numbers of meshes, the simple time of importing all of them seems to me… unnecessary. Finding a way to illiminate the need to click on the six sided star between mesh imports, and possibly a batch import, would be a hugely great addition to Zbrush. Perhaps make a toggle for replacing current mesh or not, to skip the six sided star step.
- Subtool groups. Lets say you wanted the buttons, pockets, doo-dads and whosy-whatsits on a jacket on a character to all be separate meshes. Well, the subtool pallete is going to be pretty busy, and scrolling through it to hide or unhide, or select one of those subtools is going to get tedious. If you could add all of those more minor subtools to a group which is appended, say, to the jacket subtool, it would allow the subtool palate to be far cleaner and easier to navigate.
Thats all for now.
Summary: Zbrush is fantastic, and I love the original ideas and things it has as well as those new ones that keep coming out to help diversify it. However, being unique doesn’t have to happen in every single element, and such things as the navigation would be well served to look at; your community thirsts for it. I understand your minds are creating bigger better things, and none of us want to pull you down from there to nitpick, but these smaller, more feasable changes will put the super shine on a great product. Mudbox may be new, but you have to know that many people will still gravitate towards it - keep the powerful features that you have and continue to develop new ones, but take the lesson that the ease of use is highly important and try to make some of the convoluted things more transparent.
Thanks, keep up the great work guys - just constructive criticism and high hopes for future releases!
ALT KEY NAVIGATION! how hard can it be? or how about COMPLETE customisation of mouse keys and modifiers?
Also being able to edit the pivot of the model without using a small 2d square in the tool palette would be nice.
Lamberts and blinn materials would be great. this would be a great indicator of how the models would look in mental ray.