not sure if this is already possible or already been said, but for zspheres id like the abilty to import an already created chain say like a hand to an already existing chain like to the arm of you zsphere model and for you to link it seamlessly, since i like to do hands seperatly to get a good result. its just a pain to show hide, show hide all the time when trying to create hands on a zsphere base for me anyways and import mesh doesnt really work that well for me either, but it would be usefull if you create a sweet base of an arm or leg and its perfect and then you think hey this would be perfect for whatever zspere base you got goin
Hi guys,
I saw this article and simply wanted to share with you. Maybe the wonderful Zbrush’s Team could find good ideas, and maybe they knew all about this… Anyway this is the link:
http://www.disneyanimation.com/library/ptex/
wikid there used to be a plugin for 1.5 and somewhat 2 that worked as you want but the creator has not been able to update it due to not having an available SDK, i was hoping that it would just be integrated by now but i’m starting to think it unlikely.
don’t forget though that you can make a skin of that hand and attach to a body either with unified skinning or retopology.
I wish for a, Set to project
Thats really really annoying as it is right now.
Just had another crash and lost a good bit of work. Once I get in the flow, I sometimes forget to save.
I need an auto back up like in 3ds.max and 3D coat.
Let the user specify how many back up files are generated and how often.
I’d like to be able to choose between the new pespective mode and the old 3.1 mode;
When i use an image on a plane as a reference image , and when i zoom/scale my tool, there’s always a perspective distortion, now, and it’s really hard to sculpt someting that match a ref pciture;
rimasson are you turning on Align to Object in the Draw palette? also the focal shift slider is backwards. I’ve been able to replicate 3.1 perspective using this.
I’d like an option to scale the brush in proportion to the size of the model, instead of the camera. I ran in to a problem using the roll setting for making some stitches. When I rotate the model to continue the detail, the size is changed.
I have to adjust the slider every time I rotate the model.
For retopology, I need to be able to mask off part of the mesh I don’t want to project. Some tight spots will cause polygon explosions and are a pain to fix. If I could mask that small area off, I could avoid having to fix projection errors.
There could be a smoothing option that will detect polygon explosions and smooth them out. You can set a slider or it will take a general note of the size of visible polygons on a mesh. That data will be used to smooth out any projection problems. This smart relax would be very strong to fix the problems instantly on every division level at once.
This may not totally solve your problem of ‘binary’ transitions between materials…but if you ‘bake’ a layer it recasts it in a flat material which can be blended (try 2.5d smudge and blur) while staying in the Z part of your workflow…you can continue to add standard materials after this, so it can be an iterative process where you bake and add standard shading over and over again…great technique for very illustrative techniques!
Hey–
I use Z to illustrate comic books and 2.5d is my MAIN tool…of course a little 3d sculpt comes in at the beginning to get the character pose and expression, but from then on its all illustration, which Z is the best, best place to do precisely because you can shorten the pipeline from 3d elements to their placement in scenic context – not everybody is working the Hollywood character/animation thing…!!!
PC version: Coming soon
My Wish: That soon comes sooner.
in Wish list: Please fix the lazymouse freeze. It’s killing me
i wouldn’t be surprised if this isn’t coming in z4, but here goes, now that zspheres are brushed based, and topology is made from zspheres, and can be converted into zspheres, i don’t see how difficult it would be to turn zsketch zspheres into topology lines.
the new unified skinning algorithim available to all meshes not just zspheresII.
also a distance adjustment for unified skinning so things like fingers etc aren’t merged together.
light and render enhancments. PLEEEESE
physics even basic dynamics.
a dual card/ram based zbrush, nearly everyone has a decent enough video card now. at least give us the option for these features for those of us who do have good cards.
I agree with space that would be a good feature instead of having to point and click when sketching out out topology plus it would make for faster workflow by just drawing them on which has already been integrated in to silo…
i have to second the request also about unified skin distance because it doesn’t do very well for fingers or mouths where the bottom jaw or upper jaw connect and this would be great to have more control instead of merging close together geometry or a barrier option almost like masking so we can choose certain parts of the mesh to different algorithms with would prove useful in certain situations… also a realtime algorithm would be nice when creating skins with zsphere whether it be unified or adaptive having features and topology and proximity update automatically improve speed as well as trial an error out of he equation it would also be nice to have this option for the deformation pallet as well…tilt sensitivity would be nice to be supported as well since it would add more variation to your strokes on a surface… also it would be nice to have the ability to combine zsketches easily like we can combine two pieces of geometry together and then blend them it would be nice to have this possible for sketch spheres so they can work together with one another when adding new sketch spheres… i also wish we would have the ability to move sketch and zsperes like we can with transpose considering using the deformations tab is finicky and not fluent for positioning zspheres or sketch spheres for that matter… also it would nice to have sketch spheres work with different strokes like a line stroke for placing straight chains or drag rectangle for placing a single sketch sphere along with spray stroke for adding a quick mass of them together to fill out a form when first blocking out your zsketch hope to see this added to on and improved in zbrush 4 update or shortly after that…
it would also be nice to have more realistic render setups so we can get more realistic result with out having to take it in to another application just to render it so we can have an approximate idea how it will look…
physics and dynamics would be great also so we could have the ability to deform meshes with other meshes but im not sure this is possible with out adding graphics card capability along with a physics engine… booleans would also be nice for doing mechanical as well as organic forms also for applying machined shaped curves because the only alternative right now which is projection master which only does a approximate projection and does not work well for sides and can not cut a whole through the object as of now and it would be nice to be able to finally cut a whole straight through the mesh with ease since we now have a new skinning algorithm plus also voxel like zspheres that can create simple as well as complex masses… also im not sure if anybody else has thought of this before but it would be nice to maybe have an option to have the projectall algorithm to only project whats on the surface or above the surface of another mesh and ignore any geometry of what is intersecting or below the surface of the other object which would give better results for projecting subtools on other meshes with out having that big line that happens with the way it is now where the two pieces of geometry or subtools intersect… also in addition to this it would be nice to have a negative project all which would be nice to have for subtracting shapes complex forms this would work great for mechanical and organic workflows since it would alot like projection master with out the artifacting that happen in projection master when you get close to the edge or the slight stretched effect you get when projecting raised surfaces… a way this could be used and be useful is say your building a castle and your and your wanting to project brick or a ledge to the exterior of it well you could just projectall it with a positive with no artifacting around the edges where the the two meshes intersect so you have a smooth transition between the two meshes where they intersect… and in example where the negative projection would come in handy is say your trying to make a depression for a window on the out side you could model the size of the window or any mesh that you would like and then just project all it on your main model and carve in any size and shape that you need in more realtime… i hope i explained that right because it would be very useful in terms of work flow and more accurate and versatile then projection master in terms of adding smoothing and accurate transitions to depressions and raised surfaces… i would really like to see project all feature add these features in a future update if not zbrush 4 since it would be very useful for alot of things in terms of getting more accurate and precise projections with out that annoying artifacting ring around the the two meshes that you get that happens in the current zbrush 3.5 please add this…
i thoroughly agree with adding graphics card support to zbrushes realtime rendering engine as well as best render this would give the added ability have more realistic representation of forms as well as better rendering quality of shadows when sculpting realtime… and yes i know zbrush has always been hardware friendly in terms of hard ware but at least give us the option to be able to use a graphics card for those that have one since zmapper supported graphics card its only reasonable that this could be implemented in a future upgrade if not zbrush 4… i really do think if we had more relistic realtime lighting that mudbox has implemented in theirs then more people would switch to zbrush because most people use it because its simple and easy to start with and it has real perspective camera and it has realtime shadows and are not baked in like zbrush is…
one other thing i would like to see is the ability to be able to choose the scale of a size of a piece geometry that your sculpting so we can get a better result in combination with the perspective camera plus it would be nice to be be able to choose the proper size of what ever you sculpting so we could get a more accurate representation of form… in example that where this could come handy is say you building a castle you need to know the scale of it compare to say the door or bridge or the catapult this is one feature i would like to really see so i can get a more accurate result instead of guessing what size certain pieces should be when appending them or working on individual pieces together i assume this wouldn’t be hard to a scale ratio of feet and inches because i know it would help many here get better results with there environment modeling and realistic proportions seems to be the hardest thing to do since zbrush 3.5 doesn’t exactly give you any way to tell the exact size of mesh scale has alot to do when trying to get the correct proportion…a ruler or a measuring device would also be nice to measure proportions seems like this would be easy to implement since transpose already has a coordinate system in relation to the distance starting point and the end point which is not very useful since they just seem to be a bunch of numbers and decimal points right and is no organized size and scale conversion but i could see how it would be if we had proper measuring display coordinates… another example of this is how this could be used is when modeling a leg on say a on a horse you could no an exact distance from say its head so in turn you can approximate the right scale since those in sculpture already use calipers to calculate the distance and mass of there sculpture… but really this is the feature i would like to see the most so i can get more accurate results…
I ask pixologic please implement this…
Multiple point selection in topology fase. Maybe with shift key?
WOL that already is there and using shift.
… I’ve tried but don’t work!
Maybe is a bug of Mac version?
I use Edit Curves such as Brush:Curve:Edit Curve and Alpha:Alpha Adjust so much I would love to put them in custom menus. Please, begging, please.
-ds
I want:
A smoothing algorithm that isn’t so sensetive to 3 or 5 - sided verts OR that isn’t so sensetive to tri polys. It’s trivially easy to make a base mesh without tris, and it’s trivially easy to make a base mesh without pole verts, but it’s impossible to make one without either.
A traditional 3D gizmo and numerical input for simple Move and Scale operations. Transpose is just horrible for a lot of things.
Fix the idiosyncratic workflows for retopologising and suchlike. All this draw-a-Zsphere-on-the-cavnas-then-press-this-button-in-an-obscure-sub-menu-then-switch-back-to-the-main-tool nonsense is really hacky. ZBrush is an awsome sculpting app, but it’s totally blighted by a really dreadful UI paradigm.
Make layers independent of SubDiv level, or at the very least put something on the layer UI that indicates which subdiv level it lives on.
put something on the layer UI that indicates which subdiv level it lives on.