Sad times indeed.
It’s just saddens me that Zbrush went from the best sculpting software gathering artists from around the world to pure corporate greed treating customers like they don’t exist (Like Louie said “no questions, people are just excited” even though there were dozens of unanswered important questions on the chat) within one update since pixologic sold it to maxon.
It makes me sick to think that Zbrush won’t be the Zbrush I know and love for so many years and it’s not just because of free updates but because people who were developing it actually cared about the artists and software.
I know that no one from maxon would care about what it’s being written here because what matters is money, not some puny artists.
659 dollars for update this small with just few improvements here and there it’s just outrages. Instead of listening to your customers you just decided to put time on some random feature updates instead of focusing on what artists actually need.
Rendering in Zbrush with botched Redshift that you need to pay on top for is not a good idea and it will never be for dozens of reasons. Instead of forcing Redshift in Zbrush you should write simple gpu path tracer with some nice materials and it would be more than enough for simple clay renders with vertex paint.
What is Zbrush actually missing you may ask? Let me write it down for you then. There is no particular order.
- Real scale - this is what drive most people working in vfx industry crazy including me. I can’t count how many times zbrush would just reset scale values on export messing displacements and model size. Tools that are suppose to help with this are just not intuitive and buggy.
- Improved hand retopology tools - zremesher is good but sometimes you just need control. Current retopology tools are not cutting it anymore. We need smarter precise tools that will fill the gaps and bring zbrush up to speed with current modern tools on the market.
- UV Peel - hehe - but seriously, good UV unwrapper and layout with UDIM support is needed. Going back to Maya to create nice UVs then bringing back the models to zbrush to copy and paste UVs is just time consuming and annoying if you have hundreds of subtools.
- Full UDIM Support - from importing textures, displacements, to UVs and exports.
- Improved Painting tools - Let us create actual textures if models have UVs. Painting on vertex is very 1990 and limiting. Zbrush should have painting layers with mixing modes and filters. Let us use baked textures from zbrush directly. It does not have to be as advanced as Substance Painter or Mari.
- Topology projections like zwrap - Not sure why such feature is not being implemented in zbrush already, seems so obvious to have.
- Materials and HDRI in the viewport - would be great to get an actual preview of the surface and shapes with physically plausible materials and lights while sculpting.
- Layers - this feature needs update and proper support for sculpting and painting.
- Displacement projections - yes, zbrush does not support displacement as good as it should, wonder why. You can’t just bring in displacement and project pure values into your sculpt. I’ve been talking to Paul about this 2 years ago but sadly nothing has happened.
- Support for 32bit exr, tif files - Turns out if you export 32 bit displacement texture from zbrush, you cannot load it in zbrush.
- Support for UDIM import - How many times you wanted to bring in your textures to zbrush but couldn’t because of UDIMs? I struggle with this every single day.
- Scalar zero slider in Displacement tab - right now zbrush reads only 16bit displacement with 0.5 mid value, you have to go to photoshop/nuke any other editing software to adjust your mid value if you want it to be correctly displayed in zbrush.
- Hard surface tools - precision, selecting and UI could use improvements. Non destructive workflows for hard surface would be amazing.
- Non-destructive blend shapes features with physics. Let us make blend shapes and skin sliding with ease and precision.
- Curves as sliding muscle deformers - actual curves with tangents drawn on mesh to manipulate the surface.
- Support for animation shot sculpting - Let us bring alembics or usd with baked animation to sculpt and simulate muscles, skin wrinkles, skin sliding and so on.
This is just few off the top of my head. I know for sure non of those will be ever implemented because many users already asked for similar improvements for many years and we did not get anything back. Now it will be even worse with maxon holding the leash.
Overall I am disappointed with the update after 14 months of silence.