ZBrushCentral

Z4 wishlist

More intutive and interactive control for proper edge weighting. Maybe even the ability to paint weight intensity over lines, so I can get proper crisp or semi-crisp edges on complex meshes in Zbrush, without having to painstakingly add a bunch of extra geometry. The current creasing functions are impractical to the point of unusability for complex imported meshes.

Im completely fine with ZB navigation, but it couldnt hurt to add options for people with special needs. You know, like wheeelchair ramps on buildings and remedial education classes. Although, theres something to be said for Darwinism…Im perfectly content to see people that cant grasp the ZB nav scheme be marginalized and condemned to lesser tools…I dont need the competition. :wink:

:lol: Very funny, I was leaning towards the Oliver Twist award myself :slight_smile:

Your sly insults are as unnecessary as they are incorrect. Just because ZBrush does it one way doesn’t mean it’s the right way. Simple fact of the matter is that a function as oft used as SCALE needs to be something that doesn’t involve an akward dance between keyboard and stylus. That’s not to say i cant do it, it’s just that every time I have to scale the mesh up or down I think to myself “god this is f*cking stupid”. The way it is now is just not intuitive at all, which goes against most of the other design practices of the application. Your comparing people like myself who prefer another method of navigation with someone who is either mentally retarded or learning disabled is just outrageous… it’s parallel with comparing someone who prefers automatic transmissions to manual.

As long as this is a Z4 “wishlist”, I’d like ZSpheres to be more flexible… they’re a great idea, but I still can’t do everything I want with them. For instance, it’d be nice to be able to attach a ZSphere to more than one face of another ZSphere with a higher resolution. I was surprised to find that modeling with ZSpheres hasn’t changed at all from Z2 to Z3, but since nobody promised that it would, I suppose I can’t complain.

  • Kef

http://www.zbrushcentral.com/zbc/showpost.php?p=354636&postcount=95

Rastaman found the hidden ‘skinning a zsphere armature’ feature though, as seen in the old preview vids! It rocks hard!

That said, there will be Z3 hotkey editor, but you couldn’t edit the nav keys in Z2. Hopefully that has been changed.

I also would love to have a shortcut for the rotate function, because it’s problematic to have to click outside of the model to rotate it, when the model fills the whole screen…

-True, would be cool to have a keyboard shortcut to do free rotating not just the “Shift+Click the Rotate Button” to snap rotate.

Until then, we’ll have to use the old standby rotate button when the meshes fill the screen.

Unless someone knows of a keyboard shortcut to do that? Don’t ever remember ever running across that nugget of info…

Attachments

zb-rotate.jpg

I can’t speak for all the issues listed here, but as for rotating the object when it fills the screen, ZB3 has made accomodations for that. When your object fills the entire viewing area, a white rectangle forms around the viewing area. You can click/drag from there and your model will rotate.

I’d say, being able to pose and edit multiple subtools/objects at once but I have a feeling a script or update will adress this well before Z4, well at least I hope so. Also the ability to reassign the base material while keeping you’re painting in tact after you’re done an MRGB fill would be a very cool feature.

CONSIDER THIS

easy retopology tool, made so that when having AUV tiled sculpted and textured mesh, you can retopologise it easily (right now the retopology tool can cause problems, and is quite difficult to use in complicated areas like ears :frowning: ) take the mesh to 3dmax (for example) do the mapping, and then with no scale issues put it back to zbrush and bake the normal maps and textures to the new mesh.

also, an ambient occlusion generator with different settings would be nice!

keep up the good work, i am sure that zBrush 4 will revolutionise the industry making it even less troublesome to sculpt, texture and generally let your imagination loose :+1:

My requests:

Add Space navigator support

Add a built in dockable color picker that can sit on a shelf under the brush tools

Give me the ability to have a texture exporter profile to flip color maps on save just like in the displacement exporter.

Add tools like smear, saturate, desaturate, tint, ect to poly painting.

And lastly, give me more hours in the day to play with zbrush!

Cavity map would have the same results as ambient occlusion, no?

I would trade a fully functional ZBrush 3.1 for a non-functional feature rich 4.0 any day.

I quote for alt navigation based tools…
Also I wish the panning and rotating performance no more affected so much form the document/canvas size.

  • I would like to see zbrush to be much faster as zb3,1 now.

It can handle lots of polys, but its pretty slow in closeups, even with a few polys, that bugs me a lot, for detail work.

You could zoom, but gives your blur/pixels,.

  • make the retopo future better, more visible, easyer to build and edit.
    When using retopo, make it possible to get the same detail as your source mesh, not just a few subdiv up.
    (yes can do a work around, but better when it just works instantly)

  • layers for polypaint (been sayd).

  • Fully customizable keys, be able to key any function, prefereable, made visible in a nice menu, besides just clicking to make hotkey, to have better oversight ,of what is keyd on what.

  • ad some zscripts standard, like posing different subtools at once.

  • make a clearer overview for displacement mapping creation, and connection with 3d aplications.

My number one wishlist item would be simultaneous Windows and Macintosh release.

Finish the Mac 3.0 port before you dare talk about an upgrade to 4.0.

I agree.

I agreeeeee!
:rolleyes:

An ability to select any part of your mesh, and make it a separate subtool that you can assign subdivisions to, BUT , the subtool would be welded to the original mesh, and the borders would just need to be smoothed out when you sculpt over your new subtool’s border.

My current complains mostly deal with the displacement map generator.

  1. The generator shoud be able to produce 32 bit maps without the need to guess the scale. currently its only doable with dsubpix =0, adaptive = on, and scale = 2.2 But the result is just barely acceptable compared to the results from other apps, for example MudBox. Setting dsubpix higher will cause the value to flatten, and you need to start guessing the appropiate scale. I think this is a known bug, but pixologic hasn’t made any patch release for it.

  2. I hope that there’s an option to produce disp maps by purely ray-trace the displacement of hi-res into low-res, even if both meshes have different topology. This feature is available in other package, like mudbox(again), and it is very useful. Say you have finished sculpting a mesh with 1M poly, but then you need to add some new faces and change some vertices position(for whatever reasons, it happens a lot in production).When you that, you’ll not be able to produce disp map using this new mesh because zbrush will told you that the vertex count is different.

  3. The ability to produce disp and color maps with smooth inner and border UVs. This is especially useful to avoid UV seams when applying the map to the lowres mesh with SubD, because some renderers like PRMan will smooth the UVs when SubD is applied.

Without this feature i think it’s difficult to smoothly integrate ZB into production pipeline.