ZBrushCentral

Z4 wishlist

I’m thinking maybe this is something I never figured out, because it seems like one of those basic options available to any program. I would like to close Ztools from the tool list without having to Initialize Zbrush.

I don’t like having to dig through a bunch of ztools when I’m altering files. I’d rather remove the extra/scrap ztools from the list like closing out documents in Photoshop.

Same thing with textures, etc.

You can use the little “R” (Restore Configuration) icon in your Tools and Texture palette to remove tool and texture icons. They will still appear when you click on your current tool or texture to choose what will by the new current tool but will not clutter your palette anymore.

There it is, Awesome thanks

I never thought to click that icon, the tool tip and button name are kind of misleading. I would think I want to “close” a file or “clean” the palette, not restore my configuration…

but anyways, that’s good to know. :+1:

Error by my side. We can choose the folders behavior in Preferences>Misc>Use Zfolders.

My apologizes, pixo.

You can use the little “R” (Restore Configuration) icon in your Tools and Texture palette to remove tool and texture icons. They will still appear when you click on your current tool or texture to choose what will by the new current tool but will not clutter your palette anymore.

Just remember that they don’t really close. They stay in zbrush’s memory, so if you load a few big tools, you can still crash.

How about having a setting for the brushes, that let you work on sub division levels lower than what you are viewing.

I find my self wishing I could do this from time to time, instead of moving down sub division levels like normal, I want to work on lower levels but still see the smooth mesh.

Like when using a mesh smooth preview while working in traditional modeling applications.

Another one for autosave. I’ve seen a few scripts but an option in the program would be rad.

Inclination Brush.

A brush which uses the pen’s inclination of the wacom for let us “stamp” our stroke with inclination, leaving our stroke rotated respect the normal surface, half deep in, half deep out.

It would be cool for make some patterns like dragon or fish flakes, which typically draws one on other, with this “inclination brush” we can avoid be doing alphas that offer us the deep we need.

Another:

Ability to use clone brush without separate the cloned piece in “out” (zadd) and “in” (zsub), the clonded tool piece in one single stroke, independiently if we got activated zadd or zsub.

I would like to be able to manipulate faces of an object like 3dmax a little better. Be able to push and pull faces on a simple square objects that would also have a measuring tool on it to create the object in exact proportions, and also be able to manipulate a single vertice or edge. That way I wont have to import from max.

Another cool feature would be a selective remapping detail.

When we have a highpoly model and we want to change its base (level 1 topology), we must go down to level 1 and import new object with retouched topology. Then Zbrush will remap the high poly detail on the new object. But Zbrush do it over all the model.

Would be cool we could choose where and where not Zbrush must try to remap high detail, simply after go down to level 1, masking the object, leaving unmasked the parts which high detail we want to transfer.

Having just completed my first real Zbrush job, modeling and texturing into a Vray pipeline, I hope I’m not restating the obvious, but here goes:

If you put more than one material on an object, each material has its own values for diffuse, reflectivity, glossiness, etc. All the eventual Vray shaders needed diffuse and reflectivity maps, at a minimum. As it was, I had to either paint separate maps and/or manipulate maps in Photoshop. It would be great to be able to bake the Zbrush material values into separate attribute maps.

Another very common production tool is to output multimattes, where pure red would be assigned to one set of items, green to another, blue to another, to aid compositing. An alternate workflow from above would go as follows: if separate Zbrush materials could be output as rgb multimattes, those maps could be used to build layered shaders in the rendering application.

One other aspect of the project was we were working in a strictly linear floating point pipeline. This meant that all textures needed to be linearized in Nuke before they were hooked up into the shaders. It would save a step to be able to output a linear map directly from Zbrush.

you can technically already do this- do a search for matcap baking, and the process is basically the same. just use the flat material and a solid RGB fill color, then bake to UV’s. I use this process for doing RGB material ID’s for high poly models, which I then bake to a low poly mesh for realtime engines (since the low poly won’t necessarily have geometry for all of the different materials, the material separation makes it easier to paint in photoshop)

edit: here you go
http://www.zbrushcentral.com/showthread.php?t=53770&page=8&pp=15

edit2: i forgot, there’s an ‘official’ zclassroom video about it too:
http://www.pixologic.com/zclassroom/homeroom/tutorial.php?lesson=joseph

auto marker
And please fix zapplink.
Thank you ! :slight_smile:

sculpting and texturing multiple subtool at the same time will save time in keeping merging 2 subtool. just to sculpt in between them.

I definitely agree with this… although i love zbrush very much…trying to get my textures out for editing has been a pain if i have to do multiple textures. After playing around with Mudbox 2011, I really have a need to be able to paint textures for my diffuse, specular, bump, reflection, emissive, transparency and glossiness, all at the same time and be able to look at it without having to go into XSI every time to render. And so i don’t have to import a copy of my ztool, especially if its subtools consist of several 9M polygon models.

Also an extract polypaint from visible subtools would be awesome too…so i don;t have dozens of textures floating around and have to paste them in photoshop. This would def enhance my workflow also.

Not sure if its been mentioned? A feature that would allow you to cut and key the parts of your model for production.

Hi all…

I am pretty much happy with Z3.5.
It is a wonderful software and comfortable updates after Z3.1.
But naturally high-end user want some requirements. Here is my wish list. List is little bit big, but these are must requirements except the point 12. 12the wish for Z4.5 or higher!:laughing:

  1. Re-topology will have to be some smart.
    If we can draw ‘topology lines’ with Mouse or Pen directly on to mesh is very good. It can reduce the re-topology time hours to minutes :+1:.

  2. Ztools mesh preview, before open it. (also obj preview)

  3. We can have to remove unwanted alphas, textures, ztools, subtools… from working file. (Only “Initialize” is not good.)

  4. Move, Rotate, Scale… are very hard to work.
    Some times unwanted things are happening :roll_eyes:
    Required some comfort to transpose. Some times Gizmo is better than Transpose Line.

  5. We can have to texture paint on all required subtools. (as an extra option) Same option with masking also!

  6. We can have to merge required subtools to generate texture, displacement, normal maps in single file,
    with out losing the sculpting details and subdiv levels.
    (After generate the above map, we can have to seperate merged subtool with their sculpting details and subdiv levels.)

  7. There is “SmoothUV” option with Displacement and Normal map generation.
    But why not with polypainted texture map generation:question:
    Some times I facing lots of troubles missing of this option.

  8. Masking area color’s darkness modifying slider is required. And “Save Mask” option is very important just like photoshop’s selection saving. We can reload the masking any time.

  9. Photoshop compatibility layers in Texture Painting.:smiley:

  10. Required some controls in UV Master!

  11. a) Default metcaf material for eye. b) Subsurface scattering material.

:warning: 12. Very useful wish…
with all sculpting brushes add an option “Produce Poly Mesh”!
Think we are working with standard brush, if we draw a stroke on our subtool with “zadd” enabled, the above option “Produce Poly Mesh” adds extra mesh to the subtool.
Means the stroke will not pull the faces, it will add some extra faces with the same subdiv levels of the working subtool.
(If we got this option with Z4… it will be a revolutionary change.:laughing:)

ThanU all

P.S.: If my English is too poor, plz forgive me.

  1. It is not really hard. I found out this is much easy to work than Gizmo and I can quickly transpose my model quickly. I think it is still fine to me. you need just practice.

  2. ? are you referring to projection master or MeshInsert? you can just use it to add mesh.

Hi NoobVee

Quote:
Originally Posted by Giri_Babu

4. Move, Rotate, Scale… are very hard to work.
Some times unwanted things are happening :rolleyes:
Required some comfort to transpose. Some times Gizmo is better than Transpose Line.

:ex: 12. Very useful wish…
with all sculpting brushes add an option “Produce Poly Mesh”!
Think we are working with standard brush, if we draw a stroke on our subtool with “zadd” enabled, the above option “Produce Poly Mesh” adds extra mesh to the subtool.
Means the stroke will not pull the faces, it will add some extra faces with the same subdiv levels of the working subtool.

  1. It is not really hard. I found out this is much easy to work than Gizmo and I can quickly transpose my model quickly. I think it is still fine to me. you need just practice.
  1. ? are you referring to projection master or MeshInsert? you can just use it to add mesh.

[color=Lime]abt 4th point: Your are correct for transpose. But to move, rotate or resize a subtool and to put in to proper place it is hard. If we can jump to gizmo also, it some easy to do. (No practice need for gizmo method!)

  1. If viewports are there, we can work little bit easy.

abt 12th point: Plz read my 12 pint once. In Maya we can extrude selected faces. That time number of faces will increase. ok?
Can we add extra faces in ZBrush like that? I think ‘no’.
If we enable “Produce Poly Mesh” option (now there is no that option), we can add mesh (faces) automatically after draw every stoke. With this option, some re-topology problems also remove.
If this option will given in Z4, then no need the “Re-topology”!!!

Any how thanx for your response.

I want old good ZProject and ZMapper back. I’m dying for them.

I love you pixelogic, but this new “easy and cool” normal maps are actually not so cool. Even with “Smooth UVs” and “Adaptive Rays” and so on you can easily see poly normals (vertex lighting) all across normal mapped lowploy model in Maya. ZMapper’s normals were way better.

As soon as my model is near 8 mil polys, I can’t think of a way to bake good normal map.

And all transpose tools not working with ZProject brush…

I can’t say i want Z4 anymore. I want a ztl-converter from Z3.5R3 back to Z3.1. Because i already switched all my workflow to R3 and I’m sorry to say that i regret it.

Sorry about my bad English.