agreed. I was amazed at the things not many have mentioned, but would be very useful.
Wonder how 3.5 progress has gone?
agreed. I was amazed at the things not many have mentioned, but would be very useful.
Wonder how 3.5 progress has gone?
I love Z3, great work Pixologic! Although here is what I’m hoping for in Z4.
64 bit support, which will probably make a few of the following requests possible.
True digital clay, no more polys when sculpting. Nearly infinite possibilities and detail
If the artist does choose to convert the sculpture to polys, create a topology tool that lets you draw the topology instead of tediously placing points. These links show a few examples:
http://www.topogun.com/videos/mov/draw1.mov
http://3d-coat.com/retopology.html
Texture/Poly Paint layers, of course.
Multiple viewports with the option to show side/front/back/top/bottom/perspective views.
Multiple morph targets. Maybe place each on it’s own layer, which would allow you to select which layer you want and then use the Morph Brush to sculpt the morph target stored on that layer.
That hair tool that It’s Alive! posted at the top of page 6 of this thread was a pretty neat idea.
I think someone mentioned a node based material interface, kind of like the Hypershade in Maya. That would be pretty cool too.
I’m not a Mac user, but a simultaneous release for everyone would be great! After all, I’ve considered switching to Mac several times.
Thanks very much for your hard work. Good luck to you and I hope your company is prospering even during this difficult recession.
The truth is that would be cool to have too a “text creator tool”, in place of go out of Zbrush for creating it (Color and Alpha), and come back and load it in their respective palette.
It’s a little bit curious that Zbrush have not this tool. Its a standard tool for the simplest drawing applications, but by the other hand, is true that is relatively simple go out of Z and come back with text, not fast, but simple… although the speed is something important, you know, time is gold.
A switch for use the alpha like a mask for the color (like behaves now), and use alpha like a “bump painter”, leaving the rgb info untouched, with the final goal to paint and sculpt simultaneously (great for scars, or everything that is damaged or the little sculpt details require a color change).
Respect to my post from a little bit up:
The subidivision mode for non organic shapes, well, exist, its the subdivision smooth button in the Tool alpha. I was meaning to a equallitative subdivision that retain the shape but It should be capable of leave the topology (polygon size) equally for all. Well, all a challenge.
Respect to the Projection Master bug at paint with zoom in on a giant polygon: The workflow is, first, subdivide your irregular topology mesh as deep as you can with the smooth button disabled, and then leave visible only the zone you gonna paint and take care of leave something visible out of the canvas. (I mean, Nothing should be out of the canvas, if something its out of the canvas, it should be hidden or will be bad painted).
The deformation of the alpha when you’re using the 2.5 tool “directional brush” and load an alpha occurs when you’re using a non-squared texture. (It would be cool to have a button that “square” textures, adding a pair of bars up and down or right and left to
with the selected color in the color selector in place of go out of Zbrush and edit the images).
A good performance of camera rotation in high zoom in levels. Why camera rotation comes crazy on zoom in?
Option to choose memorize tool settings or not. Often we find ourselves choosing a new tool and reconfiguring rgb intensity, zadd intensity, texture, alpha, etc… at values we got before choose the new tool.
The navigation is completely crazy (pen or no pen) but also the way virtually everything is in a hidden menu by default sucks. Especially selecting brushes and lots of often used stuff. I know you can customize a lot, but I also think the way that works is kind of a pain and in general GUI is just too cumbersome and complicated for no reason.
But, you can get used to these things. Real problem is it needs deformers and proper GUI for everything in the deformers section, and for it to be local to SELECTION (!!!) not the entire object. Not to mention scale and move tools like in normal 3D program, pulling things along axis or along perspecive should be a snap not a nightmare. ZBrush is so strange because the things hard to get right are largely done perfect, but the simple and obvious is completly neglected for some bizarre reason. If you could simply grab things and move them around without destroying them or jumping through a thousand GUI hoops, it would be ten times better too, but right now for many things it is like trying to eat rice with rubber chopsticks.
As for new features, doesn’t really need any. It just needs to have some of the ones it does have work like the rest of the world works. An not to randomly place vertices after using projectall…it should be easy to check that there is not a wild variation in the angles/distances between neighbors if nothing else. I don’t know how some of the placements even make sense at all from a programming perspective, let alone user perspective.
AUTO-RETOPOLOGY TOOL would be a revolution. That’s what I wish for.
RIGHT
I TOTALLY AGREE
I really hope that problem is beeing handled within the next zbrush version!!
And I also believe, that there must be a sollution already, because I can´t and don´t want to believe, that all of the studios work with the linear subdiveded zbrush uv´s
layered polypainting would help a lot
the ability to zoom in closer while retopo
m
Another cool feature (new tool option) would be that user can control the degree that a Projection Master paint can reach respect to the view plane and the percentage depth, being the object wide from nearest pixol to the camera, to farerest one, the 100 %. With this option, we could avoid us spend hours of “hidden polys” and " figths with the camera at high zoom levels" .
For example, we could paint a rounded cube without afraid to paint over a face that is a bit bad aligned with the 90 degrees respect to the view plane leaving the graduation of unpainted faces at 86 degees, or paint a complex spiral object from the inner face specifing that faces over 40% of the object size will not be painted.
The truth, is that better a limit for not to overpaint a texture, would be to have the ability to choose a range of degrees or percentage depth.
Ooh, let’s see…
Better projection (projectall and retopo projection) which takes into account polygon normals and polygon area so that the projections don’t get messy results or stray point (which give you those ugly spikes’). Also, have projections ignore hidden polygons so that you can use overlapping meshes to do projections. This is good if you have multiple subtools.
Correct pivoting when you import and export a model.
Photoshop style blending modes and layers in the 2d mode. This would include layer transparency just like in Photoshop, too. Layer masks would be a bonus, too
Being able to use HD geometry when creating displacement, normal and colour maps. This way, you can get a cleaner texture map without having to subdivide your model beyond your systems ram limits.
Being able to paint specularity, gloss, translucency and other common 3d settings.
A special unified skin tool which creates a unified skin based on polygon contour and normals rather than the method used now. Being able to choose a polygon limit for the final skin (not set the resolution, though, like how you do it now) would also be great especially for creating lowpoly versions of your mesh.
retopology construction line method. Have the option to draw/paint construction lines on the model and have Zbrush 'automatically create a mesh based on these construction lines. You would, in essence, be creating patches which would guide the program into making the new mesh. The resolution of patches should be adjustable either completely or as per patch group.
topological masking that work smoothly on discontinuous meshes in your model. Right now, you can only use this function on one continuous mesh part of your model.
colour bleeding option for when you create your normal, displacement and colour maps so that you don’t get ugly black lines where the UV seams should be.
That’s all I have for now.
Revanto
Hi Revanto!
Transform–>S.Pivot and C.Pivot can help with this, but I see your point.
In 3.12b there is now the ‘UV Map Border’ parameter under the Tool–>UV Map submenu that caters for this. I haven’t tested it yet by running disp or normal maps through it, but I expect it’ll do exactly what it says on the tin. So if you’re not on OSX, you’re garuanteed to get that feature when ZB4 for Windows comes out. Not to mention all the other cool additions to 3.12 and 3.12b.
Some things I wish for…
Dual monitor support. It would be nice to dock all pulldown menues side by side on second monitor.
The ability to remove unwanted loaded tools without initializing. And a better preveiw before loading.
Improved preview in deformation menu.
Backlights to render foreground shadows.
T-shirts, baseball caps, and a cappuccino mug…
I was just doing some sculpting now and thought it would also be nice to be able to rotate your model based on the ‘camera’ view (yes, I know there is no actual camera but you get the idea). I know you can lock axes when rotating your model but it is relative to the object’s axis so it can be a real pain when trying to rotate something that’s at a weird angle so that it’s front on (for usage in projection master, for example). I have tried rotating th model with the gyro but I would rather be able to do it without having to leave draw mode.
Lone Deranger: That’s good news about the UV seams thing. I like having texture smoothing in Lightwave but it kinda sucks when you get the ugly UV seams popping up. The pivot thing is weird because even with the pivot tools, you still don’t keep the pivots when importing AND exporting. Plus it can get fiddly when it gets to symmetry. I’ve had S.pivot work to centre the model but when I try X symmetry, the program still gives an odd offset.
Rev.
I love ZSpheres, which are great for building geometry for organic shapes. How about ZCubes for building geometry for hard-edged objects? They should interract the same way as ZSpheres, such as an Adaptive Skin capability etc., however more options for hard edges etc.
Killing time until ZB4.
In my current illustration, there is one thing that has become a workflow destroyer. I’m dealing with several subtools in an action pose. For whatever reason, Transpose Master cannot handle the scene. It crashes every time during the pose > subtools. Keep in mind I haven’t had many issues at all with ZBrush. Something about this scene is beyond the reach of the plug in, as it works fine with other tools and scenes.
I’m now stuck refining every little detail of the pose one subtool at a time. As a perfectionist, there’s several that have to be meticulously placed…over…and over…and over…and…you get the point
Amongst everything I would like to see, somehow implementing the fundamentals of the plugin into the normal canvas, or making the plugin invincible to any scene, has to be at the top of my list.
Transpose master is genius as a plugin workaround, great work, but it spoiled me. Now I’m working in s l o w motion under a tight deadline. Oh well.
Grow/shrink mask would be great
Ability to mirror/resym polypaint
autosave
I’ll second these. especially the first two. Would love to see an easy way to change edge flow without having to retopologize the whole model.
I wish - mayby foolishly:
For quick building rough hard edged geometries it would be handy some plugin similar to PM or ZAppLink with traditional toolset (not unlike Silo v.1, no more). To create such geometries inside ZBrush, not to export - import, no need to use modelling monsters - XSI, Maya and other - for simple purposes, no need to save/load those geometries as *.obj.
I would like to see projection master get rid of the hard edge it leaves behind when projecting on something else besides a plane im guessing this is a bug…
also i think tilt support for zbrush would add alot more variation in the stroke its self im kind of wondering why zbrush does not support this because most paint programs do and i see in the new zbrush 3.12 the curser seems to follow the surface of the mesh instead of just where the mesh is facing… so im guessing that adding the ability to use tilt on a tablet may be possible if zbrush can recognise surface direction…
Wow! this thread have been continuing for half a year now.
1 - Easier Retopo
2 - Alt Nav - I wanted it as an alternative so that the camera wont move at all when Alt key
s not pressed, and ONLY the camera is move when its pressed. I
m really frustrated when I accidentally rotate my view, or when the model cover the entire screen.
3 - Layer Polypaint - I use texture base facial animation on LowRes models.
So, instead of having a complete texture per facial pattern, I wanted it so that I can just paint different faces on separate layers.
BTW - I dont have photoshop 4 - Alpha transparency Polypaint - I
m not quite sure ZB3.0 can do it, thus far I still can`t figure out how.
5 - Automated edge loop insert + distribution when a part of the mesh start become too stretched.