ZBrushCentral

Z4 wishlist

hrm, that ptex stuff looks pretty cool, but at the same time it’s not really all that different than polypainting. i think pixologic needs to get layered PSD painting support above all else… being able to paint on only a single layer has extreme limitations in a production enviromnent.

Great thought mdfisher. I second ptex. It’s already in Renderman and it’s parameterized to keep the texels of appropriate size based on the model you have. I was just discussing this the other day with a colleague and how much we hate UVs and this workflow in general. :lol:

The reason it’s different from polypainting is that you don’t need to break out multiple maps to get high res details, you can res-up parts of your ptex while you’re working, that means you have a kind of multi-res texture. All of the data is stored in one file and you can store multiple channels and non-image data in the file too. You can also run procedural textures across the model which you can’t do with any model you have UV’d because there will most always be separate shells or the shell won’t conform to perfectly fit the quadrant. So unless you’re using a plane…

Seems like a much more efficient workflow than being bound by polycounts, having to try and make perfect, proportionate UVs, use multi-quadrant setups for really high details and all the other crap that comes with it. I’m glad Disney released it but we’ll see how long it takes to integrate into our host apps. Hopefully sooner than later.

Polypainting with the layers would be really cool

Mudbox 2011 just announced layered PSD support, posing tools, their version of GOZ, paint in UV space etc…So hopefully Z4 will have some of this texturing functionality as well.:cool:

i’d love it if the Move brush with zadd off and rgb on would actually be able to move the polypaint around on the model

make goz feature able to send zbrush projects to blender

  • GoZ for Wings3D, a free, open-source, dedicated polygon modeling program. Not so much for rendering, but because it has the tools ZBrush lacks, select by edge loop/ring, extrude by normal, last axis, defined axis, x, y, z; extrude, bridge etc. you can even do posing that is at least no worse than transpose if you know how to set up magnet weights. And you can do it by a defined 3d axis, and not have to rotate so that your viewpoint is perpendicular to the axis of rotation.

  • Allow setting the axis of rotation on ZSphere armatures. For example, knees and elbows limited to one axis only that the user defines.

  • Standard rotation gizmo for rotating zspheres (The one you already have for rotating strokes would be a huge improvement.)

  • Better retopology tools - ZBrush was one of the first programs I knew of to offer the ability to remesh a model, but after trying out Coat3D since someone on this thread mentioned it, I have to say there is obviously a lot of room for improvement.

less new tools, increase in stability, efficiency and performance

Being able to paint and sculpt in UV space (for ex. with Flatten active) and have strokes wrap over UV seams would be fantastic.

I’m sure it have been requested, but I’ll ask it anyway.
The poly-painting has to be the painting and that’s all!
No more linked to polygons density, i.e. more polygons better results, that doesn’t work for low-res meshes for low-poly games, where meshes are modelled in ways that aren’t always good for subdivision.
And because I’m asking it! :smiley:

Dear Father GOD Pixologic
I wish can bake all my subTools in the same time with my low
mesh UV with reference
(kind Xnormal )

name of nem feature :

Bake Center

(X)Normalmap
( )Displacement
(X)Cavity
(X)AO
( )ETC
( )ETC

Export for the folder ( C:\best Feature ever\ )

Set your low poly mesh with UV reference
(LOAD)

(BAKE IT ALL) :evil:

Project All to project upon ZSpheres and also respecting display density and size in ZSketch also.:rolleyes::wink:

Group / Folder to hold layers as in Photoshop, without the need to combine them in to 1 sub tool.

Can’t stop thinking about it. Importing images into the background for study and polypaint options is cool and all, but I’d much rather have video as a possible feature to import into the background.

Most of my recreative ref study is video based. I’ll have KMPlayer minimized into a small window with the zoom feature turned on while I have a slightly reduced window for Zbrush, so I can flip back and forth or watch both at the same time.

I like KMPlayer because it plays lots of formats from WMV, FLV, QT, MKV, VOB, MPG, AVI, DVD and so on. All dependant on the video codec’s you have installed.

You can mirror and flip the videos image in real time, adjust the color and brightness levels, add noise, negative, sharpen, blur, change aspect ratio, and take perfect screencaps.

Being able to import video into the background and having control options like that in inclusion with a time position slider, and Frame Advance/Frame Back controls using a hotkey like “F” and “-F” and the ability to use in the videos paused in frame image to polypaint your models.

Seems like it would make ref play and study work much easier since you can always frame forward or back. Maybe even A-B repeat loop a certain scene with the character turning its head to better see the shape of that ref.

Image loading vs 24 frames a second. You could save all of your images as a video file, import it into the background and frame through them. Vs import, find image, click, import, find image, click.

Got to come with a crop and fill option so the pallet size is always matching the true size of the video file.

I get a little crazy customizing my UI…
I spend many hours setting it up and it improves my workflow speed alot.
Here is an image of my UI

[

](javascript:zb_insimg(‘186334’,‘zSnag001.jpg’,1,0))

The problem, if i setup the UI while a 3d object is in edit mode, then swap
to any 2.5d tools, the icons that i have dragged to my UI changes to
a different type of icon all together, or simply disappears.

My wish would be to have this fixed so that all icons are not attached
to other icons and do not disappear. If they would dim out so they can’t be
selected would be great!

[](javascript:zb_insimg(‘186334’,‘zSnag001.jpg’,1,0))

I can’t stress enough that the only thing i would love more than anything in the zbrush package is being able to layer polypaint like the 3d layers for sculpting. And then the option to export those layers in an organized .psd file ready for editing in photoshop would dramatically benefit anyone’s workflow. I believe this request has been mentioned before in the first page, but i’d like to follow it up, cause its worth it, or i guess its just the compulsive worrier in me that somebody might have already posted a plugin already somewhere that mimics this feature, and i missed out…

I guess another request i’d like to add would be an upgrade to the zapplink/projection master plugin that doesn’t blur your texture that much when it picks it up from the canvas. I just hate it when no matter what texture resolution or how close you paint your model in zapplink/projection master, when you pick it up to canvas, it always looks like about 25-50% less than the resolution(=blurred) you painted when you were in photoshop.

Another request would be to be able to paint and sculpt at the same time with not just the zadd detail of an alpha but from all the richness of its colors as well if it was from a colored photograph. I realize most of my alphas are from photos with already very rich and detailed colors in them, but i can never use those same alphas for sculpting and coloring at the same time. It is usually because if i load the colored photo texture stamp in the textures loader in zbrush, and then i make a grayscale alpha out of it and use that as my alpha for sculpting, the colors of the texture information are then going to be limited by the grayscale values of the alpha, thus i am not able to get the full colors of the texture i am stamping with my sculpt. On the other hand if i rid the alpha, i can then stamp with the full resolution of the colors but no zadd sculpting would be produced.

I’d like it if there was a way to freeze the model in a particular position so that when you’re sculpting from a certain angle and you click-drag off the model it wouldn’t rotate or turn. <img src=“http://www.zbrushcentral.com/pixo/atn.gif”>

^ That’s weird, I came here to post that very same thing.

But yeah, when I need to fix the silhouette for example with the move brush. I don’t want to rotate the model by accident. There should be a way to lock the view, so you can prevent that from happening.

Maybe there is a way to disable rotation of the model using the left mouse button, because you can still rotate using the right button.

> Automatic backup save

I just had zbrush crash on me again and I lost some work…

You should be able to say how long before a back up file is saved, and how many to keep on record.

> Adding or removing a single edge loop would be nice.

> Sliding detail on a surface without moving the wire frame, like working with with a displacement/bump/normal map in real time instead of altering the geometry directly. Would be nice for wire frame adjustments, shape adjustments, maybe even moving sculpt detail from one part of the model to another, as if working with voxels.

I’d like to have that option mixed with other brushes also, smooth, pinch, nudge… anything like that. So you can alter shapes without editing the wire frame and vise versa. Slide the wireframe over a surface without moving the sculpting detail.

> Exporting a Tpose mesh as a combined obj for weaking in a different program, then importing that altered mesh and keeping the changes. Right now I am able to export and import the mesh in Tpose mode, but when I revert to the separate sub tools, all changes are lost.

Tpose mesh changes only stay if I alter the model directly in Zbrush.

Voice activated controls with multitouch. Yeah I’m serious. I wanna be able to manilpulate with every onuce of me, while not slowing down to look for operations in the interface and pressing buttons on a keyboard!!

It’ll happen some day.