ZBrushCentral

Z4 wishlist

I also think voice commands are a good idea. There is a software that has this feature. I’m pretty sure its name is Think3.

> Hair simulation that could be created by sculpting some large shapes or splines with a large 3D shape preview of the hairs, solid mass or polygon sheets. Then be able to project that for poly sheet hair.

Making hair could be like a mix of Zsketch and normal sculpting.

Symmetry in 2.5d painting. Been wanting that for a decade now.

Symmetry in the X axis at least would be all to make me happy. All of those wonderful painting tools like the Deco Brush would be a joy to paint with symmetrically. Never really understood why that hasn’t been made possible yet since symmetry is such an important operation and function in 3d, yet we lose our symmetry when we go into 2.5d.

Autodesk Sketchbook and Alchemy both have a symmetrical function when drawing in 2d so I know it’s possible and very “real” to expect this out of a modern day art app. So here’s hoping one day Zbrush will have this simple but powerful feature as well.

I agree with GabeM, A poly hair brush would be nice, that paints singular planes then given an option, converts them into single strands based on the info you give it. You could incorporated a guide path like the planar cut tools into it. I see a lot of people importing Shave and a Haircut as a subtool.

Also, since UV Master came out, it would be nice if it had a uv layout feature instead of each tool taking up the whole 0-1 UV space. Its an extra step i have to go into Maya to lay it all out instead of being able to do it within Zbrush.

Found a better solution to my “Guideline” want accidently via Custom UI interface, and I wanted too voice out about it.

What I did was this. I moved 3 Zapplink “view” buttons under the display window- where most artist put their favorite brushes. I also moved the load image and opacity slider buttons to an easier to reach area in the top left corner.

I moved the “flat color” and “basic shader” matcaps buttons below the sculpting window. Lining my model up over the ref image and storing the position is a breeze now.

I’ll load the image, crop and fill it. Line the model up to it. Flip to a flat color, turn the opacity down to see the poly paint guide lines I drew on the model as a visual guide to match any lines (line matching example: wrinkles and creases and shape outlines) I might see on the ref object in the imported image.

Now I flip over to the “basic shader” retaining the low opacity level to double check shape matching. None of the matcaps are cell shady like and some ref images don’t show through well with these other matcap applied, no matter how translucent you make the model, so the “basic shader” is ok or better than the others where the flat shader is the best if you have some sort of poly color line art play on the surface of the model that matches lines and shape outlines on the image ref.

If all is well I save the view. Now here’s where the great discovery came into play for me.

I move and size my model down away from the ref object in the imported image in the background. I save this new placement as a new view.

Now I can click between these 2 view buttons under the sculpting window to shape match check. Clicking back and fourth between them this way is a breeze.

click view 1- you see the model lined up and positioned over the image (models opacity is turned back up to 100)

click view 2- you see the image

The button are easy to cycle through, and you can see whats off or wrong right away and fix it, by clicking back and fourth like a madman between your sculpting edits to keep checking the changes.

I love this accidental find and I really hope Marcus’s Zapplink script for view positions are maintained in the new Zbrush.

I wish something else could happen as well to make it even better.

It would rock if you could load a batch of same sized images for your background ref and cycle through them with a control slider that could also be placed under or above the sculpting window.

When the user slides the slider it brings up the next image, and the Zapplink buttons view states also change. They are blank for the new image frame until the user sets the view state for them, then they maintain that store state for that images frame. The view states of the button on the image before that frame remembers their store state as well- so when the user slides back to the previous image his previous view buttons retain that positonal store/placment info and the new ones he set for the image ahead remembers their store postions.

This lets the user cycle through the loaded images changing both the image in the background and the view states. If they already set the view state for that image frame it retains the positional info until they “clear to” it out.

I suggest at least two view position buttons and a clear to button.

If the images are all the same size then it shouldn’t be too hard to cycle through them. Since they should display on the background imageplane exactly the same.

God if this was possible. I wouldn’t need a guideline trick to improve and simplify my recreational sculpt work.

It’s like the flip book/trace drawing trick 2d artist use in animation to create the next frame.

Set up and judge the model against the ref image. Cycle through the views like a madman and resculpt off areas until things are correct.

Slide to another image, postion store buttons states are blank for this new image until the user sets them. Spot check modle against ref image, clicking back and fourth on those view states to hide and show the model over the ref image (one state has model positoned over ref- other state has it shrunk down and away from ref object in image) click, click, sculpt, click, click, sculpt, slide to next image, click, click- sculpt. Changes you made to the model were enough to show that it’s view position store is slightly off in regards to the ref image in this frame- no problem, click “clear to” click on the stored view button, move the model about till it matches up to the ref like it should and click on that view position button again to store the new model postion. EZ-PEZY :slight_smile:

One more idea/wish

I’ve noticed a lot of request for more than one viewport of the model so the user can monitor the shape changes from two different perspectives at the same time. I read that theres a memory problem involved that pretty much makes this impossible.

Would it be possible to select a tiny area of the model, like you can with a mask or poly group or the hd geo feature. This way it’s just a small poly count selected area. After it’s selected this selected geo area pops up in a new window allowing the user to sculpt and rotate this tiny area and see the changes to the original full model which is also rotatable in the original display window. This way the user can work on the ears in one window and see the head facing forward in the other original window to better help them judge the ears shape changes as they would appear with the head facing forward. Don’t know if I’m explaining it well enough and I certainly don’t know if it’s possible.

Maybe if having the actual model in another viewport is a problem, it could be done using the preview?

If we could take the preview window and add it to the viewport, then adjust the view angle and have it update when you edit the model.

It works right now with the little preview, but I have to click on it for the image to update.

There are two working viewports (little known feature of zbrush) so it wouldn’t be a problem to get that in I would think, since it’s already there in a fashion.

I know you guys are asking for “traditional style” multi-viewports, but there should be no problem getting that going since we already have that basic functionality already. You can set up zbrush to have two active views of your sculpting, but you have to throw a switch first.

That’s located in Preferences/Interface/Show Alt Doc View.

This gives you two viewports, one on top and one bottom. You activate the top viewport and adjust it’s viewing angle and zoom level, then you can do your editing in the bottom viewport and the zoom level stays the same on the top viewport.

This isn’t exactly what people are asking for, but just a response since I don’t think alot of people even know about this feature since it’s buried in the preferences. The structure is there to provide a multi-viewport functionality already, for a long time already actually.

Oh nice, but how do you lock your view in the extra view port? Both are moving the same if I change the view and zoom in either one, and I don’t see a way to lock it.

It’s for viewing your image in a different zoom level only (as far as I’ve ever been able to figure out). The rotation updates as you spin around in the bottom window. Not sure if there’s a way to lock that other than filling the canvas up first before you place your object, as this locks the rotation in the bottom viewport as well.

Might be a way to do it with a plugin or something but if there is I don’t know.

The zoom level of the top frame stays locked in place but the catch is you have to adjust your bottom zoom level by using the Zoom button and not the Scale button to the right of the viewport. If you use the Scale button or hotkey, then the zoom level of the top viewport updates. If you just use the zoom function or press + and - on the keyboard, then the top viewport’s zoom level stays locked in place.

I found this http://www.dwvac.com/
Sounds like it’ll more than do the job… but I don’t have Microphone currently to test it! Anyone willing to try out this new toy with zbrush?

3dconnexion device (SpacePilot/Explorer/Navigator) support…ZB and a SpacePilot seem like they were made for each other.

A small request that shouldn´t be so hard to implement (me thinks)

When using the Spray Stroke we have sliders for Placement and Scale Variance, it would be great if we could also have a Slider for Rotation Variance. Mudbox has this option and it helps a lot with the Scattering appearance.

Tks

the ability to sculpt an object while viewing it from more than one angle is why I enjoy sculpting in blender for medium-low poly work.

ZBrush cant be beat for sculpting(IMO), however you can bake your displacement from ZBrush into a high multires layer in blender, and refine from the baked zb displacements from multiple view in blender. I usually sculpt with 4 different viewing angles in blender for the basic low poly work when the cases calls for it, then bring that into ZBrush for the medium/high poly work, and remeshing, etc.

The potter’s wheel sculpting tool in Amorpheum3 would be really cool to see in Zbrush4. That, and better manipulation for low poly meshes, basically a Zbrush and Sketchup hybrid. Oh yeah, and a release that isn’t more than 2 years overdue.
Thanks!

Feature Request:-

Being able to turn off and on the subtools options by gliding the cursor over multipy buttons.

It would be really useful to be able to deform with one image, while at the same time coloring with a second image.

bake multiple material information to the Uv’s :wink: worked in 3.1(plug-in) let’s have it again inside Z4

I’m here voting for paint layers as well.

I’m not very familiar with how the coding works, but I imagine this would work as follows:

Inactive polypaint layers are effectively “hidden” by dumping them to scratch disk to free up the memory they were using. Before this happens however, a virtual flattened version is created and displayed.

The active polypaint layer is then displayed for editing.

This would mean that only 2 polypaint layers would be in memory at once, the virtual collapsed version, and the edit version

This would also mean that whatever polypaint layer you’re editing, would display on top of all the other paint, rather than in relation to where the layer is in the stack (painting under a layer above wouldn’t show until the update.)

That is a downside, but shouldn’t be a problem if you paint layer on layer.

Give the layers different blending modes, the ability to merge them and it would be brilliant!

like I said I know nothing of programing :stuck_out_tongue:

Two simple & fast programming features:

A time counter of the project, to know how many time we have spent developing the proyect we’re working, and use the time quantity for calculate our salary.

Another programmable counter for Zbrush warn the user to save. This feature is a one of Mudbox, it takes a little bar that gonna completing itself, when the time has finished, it blinks in red, remembering the user to save.

For other side:

Pixo perhaps should get perfect some insignificant issues that could do the work with Zbrush much more comfortable, for example:

If we are working on a thin model, and we want not sculpt in the face with the normals backwards the camera, we MUST REMEMBER to activate backface automasking in every tool we need to use. Its really easy, plunged in creation process, forget this issue, and when we rotate the model one we’ve finished get a disagreeable surprise.

Other things, Zbrush should remember how its user is working. If when we enter in the projection master deactivate Zadd, the second time we enter, usually we want continue with the same configuration, and we must say to zbrush, no, only painting, and this over and over again.
Other example of this is the folders. When we need to load some textures or models, or exported objs one time and another, we need to browse to the correct folder every time we need to load something.

I think Zbrush should not back to its initial tool configuration every time we need to use something. Or at list, we should to take an option on the preferences to choose this behaviour.