ZBrushCentral

Z4 wishlist

Well, i’ve got a couple of features request :

a reconstruct subdiv that dosen’t change the vertex order, or screw the polypainting.

a 3d layer mirror that use the topology, like the posable symetry, to swap or mirror a layer along an axys.

Layer masking, and unmasking.

a Face selection mode. More practical to select a part of a model to further create polygroups.

when you append subtools, often, the internal scale of a subtool is changed.
. Only the resulting mix of the 3d layers are affected, but not each layer separately. so when i activate or desactivate a layer, the scale of the model change again… is it possible to correct that ?

Hue saturation and value sliders in the color palette :slight_smile:

The morph brush should be affected by the X, Y and Z restriction/selection in the transform palette. This is not actually the case.

You should have a look at 3Delight. It’s a robust renderer, that dosen’t smooth the Uv island border, like Zbrush.

rimasson, i think that if you use Transpose master it should stop that import size behaviour, i remember marcus posting that in one of my threads but i cannot find it.

I would like Masking to work with Projectall, yes i know the morph target method but masking would make it a ton easier.

When using Retopology the white canvas edge does not function the same as it does normally, what i mean is if you try to rotate by using that space it touches the model.

Reconstruct Subd’s to work without having to enable UV’s

resym to work correctly :wink:

Iext to be available again

shrink/grow for masking

And some sort of Fur or Hair function that would at least follow the model, could use zspheres as directional weights or something.

But most of all i’d love some more put back into the 2d or 2.5d of the program.

Some features like “Teddy” or “Archipelis” or metaballs to make rapid form building quick and easy. “Make 3D” from alphas often gives poor spikey errors in the geometry because of the weird meshing scheme Zbrush uses. Zspheres and their meshing problems really don’t cut it. Adaptive Skin really needs to be improved, as it currently generates poor meshes in a lot of cases.

Vector brushes, like Modo. I’d like to have a “Ear” and “Eye” and ‘scale’ brush that could make complex geometry rapidly w/o sculpting, and this geometry can model undercuts unlike alphas.

I think these 3 things would make ZBrush truly killer.

Also, I’d like a few bugs fixed, one making the central ‘root’ zsphere simply unselectable when retopoing a figure. It serves no purpose when retopoing except to frustrate me. :slight_smile:

Lots of great suggestions here! I’d love the Photoshop-style layer painting as well. They’ve got to be working on something like that. It would open up so many texturing possibilities! Also, I’d absolutely love to be able to select multiple subtools and either group them or at least be able to move them at the same time. I think the subtools in general could use a little bit of work. I make strange mistakes and lose them sometimes, or delete them accidentally. It’s probably just me, but it just feels somewhat unintuitive for a layer selection-type kind of palette.

I know this is pushing it—but it would be so sweet to have a pen tool similar to Adobe Illustrator’s or Photoshop’s to create masks right in ZB.

What would be really helpful to me is a license portability utility. I use ZBrush on my home system and laptop, but have a higher end system at the office where I work. I would like to have the ability to pull my license from my laptop and stick it on the work system while I’m there.

My office does architectural visualization and doesn’t need something like ZBrush on a regular basis, but when I model things like mannequins for storefront displays, furniture, or other organic elements, ZBrush it the easiest tool to use hands down. I just hate being stuck on my laptop all of the time to do it.

  1. Navigation - like in Maya;

  2. Make the textures flips automaticaly when exporting them;

  3. If its possible - to save displacement maps in MentalRay format;

Autosave or recovery of work on reboot after a crash…

:smiley:

No - I just can not resist saying this but my wish for “ZBrush 4” is “ZBRUSH 5” :wink: :lol:

Definitely more control over subtools. They’re so cool already with so much potential.

I think it would be awesome to have 3d digital clay that isn’t made of polygons, similar to the 2.5 mode. You could do anything you want very freely and very detailed, pushing and pulling without worrying about topology. After the entire model is sculpted, there could be a function to create a polygon mesh with good topology from the digital clay. Things such as the snake hook brush and the displace brush would be so much cooler because they wouldn’t stretch polygons. In fact, the limitations of polygons is the only thing holding zbrush back. They must have some knowledge of this - look at the 2.5d mode! You can edit billions and billions of pixols with lighting, material, painting, ect., just like 3d, or even make them 3d. If they were polygons, computers would crash like crazy. Turning polygon meshes into pixols is how illustrating in zbrush works, so why not be able to use pixols in a 3d environment? Pretty please?

The addition of Digital clay sculpting (like Freeform) is already planned by the creator of 3D Coat.http://www.3d-coat.com/
It would be awesome, to sculpt freely, without polygons, with Zbrush’s fantastic brushes and tools.

i second rimasson request also i have always wondered why pixologic couldnt do the same thing freeform has done but only useing the wacom instead of a haptic device.
plus i think it would be nice to have a recovery file of your model since zbrush can ocassionaly crash or corrupt in already saved tool
but sculpting with out worrying about topology would be definitely great also.

…an imax screen function where you can put on 3d glasses and sculpt in 3d, as well as export a 3d image for use with 3d glasses…

…or just virtual reality 3d goggles with a space suit, whatever’s more convenient…

jamespthornton,
why stop there, i’d like to see a halo device that reads the sculpture right from my head.

After being a traditional sculptor of the last 15 years i have to say I have quickly been converted to zbrush. I am currenlty working on a large monument (2.5x cougar) that was modeled in Zbrush and directly output to a CNC. We are going to do a special showing the entire process on KSPS (PBS in the Northwest).

I could list all the features i love but here are the ones i would like -

  1. As Rimasson mentioned, a freeform sculpting without the limitation of polygons would be a dream. The major limitation I have noticed is that you can not add with good control - such as pulling tuffs of hair out in a very controlled way, perpendicular to the surface. This would be more of a revolution that a feature change i guess.

  2. It would also be nice if there was a tranpose tool that worked like vectors controls. For example you could drop points on a snake and create clean curves, when tranposing.

  3. I also found it impossible to sculpt a complex rock in zbrush with flat planes and crisp edges. Perhas this is due to my limited skill. This sort of form would be much easier to sculpt traditionally.

Any news on the next update?

Mike

Great idea! I’m working on a peice right now that could use that function. And hey, I’m the one that brought up the polygon free pixol digital clay, ok? So when the new update has it, remember the name… ; )

James, Got it! :wink: Don’t know how it will be achieved but it is the inevitable future.

Can’t wait till the next update.

Man…after reading through this thread a few times, I think this is a great place for user based brainstorming that Pixologic can use as reference. There’s a lot of good ideas here that have definitely have merit. To discover good ideas, you first need a lot of ideas. Keep em’ coming! Don’t let this thread die out.

So here’s another. Making it possible to add lights to a model. I don’t mean scene lighting, I mean source lighting. For example, if I were to sculpt a car, I can’t create headlights that shine in a controlled manner. I can think of a million uses for this. Lightening bugs, hot coals, laser beams from a weapon, ect, ect, ect. This is a feature I was surprised to not be able to find and would be oh so useful.

And another…the ability to add special effects such as smoke, fire, hair, ect…

And another…the ability to make parts of my models transparent. This would open opportunities to make water, ice, glass, thin cloth, ghosts, ect…

Majority of the work done in ZBrush is organic modeling and detailing. A skin lab, with a separate menu, and dedicated controllers would be a cool addition. The controllers in this skin lab will develop various combinations of skin texture, coloration, blemishes, pores etc ( Fractally, is that the word? ) depending on the scale of the model and the part of the anatomy one wishes to apply them to. One could quickly designate different area id’s to a model and then open the skin lab menu to cover the model with skin , which would merge seamlessly across the different areas. For instance, the back of a creature after selection could be assigned a particular id, and the belly, feet and palms could have their respective id’s.The trick to all this would be the scale of the texture. The pores and dots could be calculated to cover areas depending on the scale of the model. If a creature is five feet tall, the pores per square inch, and their size would change. This will give the artist great control over the foundation texture, which can then be customized further.
This will also help experimentation through randomization, and through simple tweaks like increasing the pore size and shape to make scales instead of skin. 3.1 is already a dream come true. 4 should become a miracle. Till then, happy Zbrushing.

  1. Navigation as maya and lightwave
  2. Layered textures with blending options like photoshop
  3. Better 3D layers handling. IMO they should be visible and customizable at all sDiv levels.
  4. More Smooth UV options. Modo for example uses a different type of smoothed UV other than Maya.
  5. Export of Vector displacement maps.
  6. Export of displacement maps by HD geometry
  7. Standard handles to move, rotate and scaling geometry in 3d world