ZBrushCentral

Z4 wishlist

I hope that the auto normal flipping that happen from time to time when you import an Obj model is fixed…

Tip: About ‘mask list’ and ‘curve list’ Palette,please refer to '3d layer 'and ‘subtool’ subPalette.:wink:
Mask list.jpg

Attachments

Curve list.jpg

would be nice to see something like mudbox2009’s viewport bookmarks with their thumails to select previously stored views in the viewport such as front left right and of course the custom views created by any user.

SUBTool Folders like Photoshop

Wish there was Folders for Subtools… Also a way to transform tools besides transpose or transpose master although a great tool ,we need a accurate way to move ,scale and rotate tools numerically . Just a thought…

Ability to paint on control lines or points to generate details. Something like Fibermesh has.
http://www.cg.tu-berlin.de/fibermesh.html
http://www.youtube.com/watch?v=EMx6yNe23ug&feature=related

Added later: never mind… I see that, by using the mask features, this is easy to do already. I watched the transpose of the dog video and realized you can isolate any portion to apply a move brush or whatever. Nice.

Actually, come to think of it, it’d be neat to have a one button solution for drawing a control line on the model and using pull with whatever falloff setting to achieve detail. The button would be a script of the mask function, eliminating the steps usually involved. BTW, I don’t know how to use ZBrush, in case you can’t tell. :wink:

After much practice with the pinch brush this week, I feel the need to say that I just wasn’t using it right. I’ve found that if you use it at various sizes but with a high fall off, it doesn’t distort the polygons badly at all. I was using too sharp of a brush and not focusing the pinch with a high focal shift. Even using it at a rather large brush size has been great for soft folds in clothing and skin. There’s probably a lot of features that get requested out of lack of experience, though, huh Pixologic?

What I dream is quad anisotropic remeshing,as found in some papers made by bruno levy.
Or some other remeshing scheme based on curvature vector,for sketching work could be a killer feature,no need to think about topology.

A feature I think would be great is a symmetry feature that is not dependent on an axis, but rather a line that you personally draw - any where at any time. The line itself could be similar to the trans pose line, movable in 3d space. Once drawn, it could, in a way, act as an axis with the same symmetry menu featuresbe available, but with disregards to the actual x y and z axis. This would include a mimic of choosing x y or z symmetry, radial symmetry, and cursor count.

For instance, if I were to be modeling a character, even a t posed character, and wanted to sculpt a symmetrical design on the forearm.  I could draw the line from the wrist to the arm joint following the center line of the arm.  Activate the "axis free" x symmetry, and sculpt mirrored on each side of the fore arm.  Many times, symmetrical modeling happens way off axis.  Imagine what it could also do for a character posed with zspheres or base geometry, that never was made symmetrical or t posed. 

<b>What would take it a step further?</b>  If you could use this axis free symmetry WITH axis based symmetry, so that the design would appear on both forearms of the t posed character, essentially with 4 points of sculpting active.  Even many more if you had the axis free radial symmetry active.  Now that would be cool, admit it Pixologic!  Just go ahead and offer me the job!  We'll make it happen! :+1:

I think it’d be nice in Polypaintng if you could do a clone stamp from a bitmap. This is something which is essential for my work, which is why I use Bodypaint mostly. Also layers with filters are nice in Bodypaint. Major update of polypainting is needed in my view for me to stop using Bodypaint!

You can paint using a texture - using any of the available Stroke types including DragRect - providing you disable UVs. (The Mac version you don’t need to disable UVs - PC will have this soon.)

I think he might have been talking about stamping using small portions of a bitmap. But that should also be covered to a certain degree by drawing the bitmap on the canvas and using the zproject brush to stamp(move mode allows you to pick the source area).

Thanks for the advice marcus_civis, I however think Bodypaint has better workflow and more options in this aspect.

Yes, TVeyes, that was my meaning, I need total control over this, which only a clone stamp tool can bring, but thanks for the advice.

ZBrush polypainting does have some advantages. You can paint at very high res, where Bodypaint would probably crash if you worked on a mesh that size. And also you can get the direct relation to the high res details in the model. So it does have a place in the workflow. I use it for some texture elements I need to capture.

Bodypaint has a steep learning curve, but once you discover it works basicly like a 3D photoshop you really get into it and discover its power.

Don’t get me wrong, I love ZBrush. It has re-inspired me, and I have not been this exited about 3d since I first got into it many years ago - but this is the sculpting side. I would love to use ZBrush poly painting exclusively buts it’s not ready yet. So Bodypaint remains in the workflow for now. I look forward to improvements in polypainting for future versions of ZBrush.

please…add Scale to Touch Strips for tablet. :rolleyes:

my wishlist…

  • get rid of that obsolete 2.5D stuff and make ZBrush a “real” 3D application like mudbox with an object inspector etc. (as in almost every other 3D App like Maya, C4D, XSI etc…)

  • Maya style navigation (at least as an option)

  • texture layers directly in ZBrush

  • retopo mesh that remains on the model like a magnet (as in every single other retopo method I know (topogun, modo, NEX for Maya, Silo) - in ZBrush the retopo mesh doesn´t “stick” to the underlying model - if you push some verts here and there you may end up in a mess… (this happened quite often to my models so I stopped using ZBrush as retopo tool, for me it´s useless) Automatic retopo is a feature I also requested for topogun - I believe there will be tools that allow for auto retopo in the future…

  • Make ZBrush a native 64-Bit app!

It´s a great piece of software so far but I would love to see ZBrush as a “true” 3D app :wink:

Marco

The 2.5d view port, which is different than 3d space in a “true” 3d app, is what makes ZBrush capable of so much. Get rid of 2.5d??? Get rid of Projection Master? Get rid of billions of polygons? Not to mention, post editing models in 2.5d is amazing for illustration composition. Needless to say, I disagree :td: They’re called PIXOLogic for a good reason.

Well, Mudbox e.g. is capable of those things with a very very very high poly count (except maybe of that illustration stuff, but that´s something I definitely don´t need) (Did I mention the high poly count? :smiley: )

And as I stated - it´s just my “personal wishlist” - I know that everybody has different wishes :wink:

Marco

…not capable of projection master, which is 2.5d dependent and oh so slick, and I’ve never heard “billion polygons” and “Mudbox” used in the same sentence, although it might be comparable in polycounts for all I know…

…but hey, the feature requests for this software span across a broad spectrum of work flows, so I definitely respect your preferences, just merely debating my own. :smiley:

“Auto Retopology”

:automaticly retopology uneven area.

god damn good idea~~ :+1: dont tell me its impossible

How about a set of tools for retopo, a dedicated tool for adding and deleting points,selecting and moving multiple points, maybe a blend function so as not to have to draw every edge but rather and inner and outer and have it auto the rest.