ZBrushCentral

Zbrush 5.0 Wishlist (or 4.5 if possible)

I figure someone’s bound to start one of these, so it might as well be me. Feel free to add your voice to the thread so that Pixologic has as clear an idea as possible of what it’s user base is hoping to see in the next release of Zbrush.

My list is: Priority #1:


  1. 64bit (This is THE most important feature above all others)
  2. Subtool folders (organize subtools by folders (at least 5levels of nested folders please))
  3. vector displacements
  4. paint and bake across multiple uv spaces (via all texturing methods, and with any number of layers - I hate it when stuff gets left out)
  5. Ptex

Priority #2:


  1. Import multiple obj’s at once with options to[list=1]
  2. make each a separate Ztool
  3. combine them into one Ztool with each obj as a separate subtool
  4. combine them into a single Ztool with all obj’s merged into a single subtool

  • Update geometry via import on multiple subtools at once (a specialty import interface that lists all subtools and allows you to select the desired import obj file for each (don’t forget to enable the user to specify within this interface the SubD level to import to), plus the ability to set a default target that will be automatically associated with a given subtool)
  • Export multiple subtools by similar method as that listed above (I know that some of this functionality is available through the MultiMapExporter, but I envision something much more robust)
  • Ability to remove individual Ztools from the Tools list (clutter control)
  • list of recently opened files (Unique list for each open/import type - texture, alpha, Tool, Geometry Import, Open Zproject etc, but also access to lists associated with all other open/import dialogues, no matter which one you are using)
  • Do NOT rename subtool when importing new obj into it’s place (very annoying to have to rename my subtools all the time)
  • Ability to properly scale a Ztool (with it’s subtools and all subD levels as well) by a percentage, and in a manner that does not alter the proportion of fine details held on Higher SubD levels relative to the lower SubD level details (see the following Thread for clarification: http://www.zbrushcentral.com/showthread.php?p=845810&posted=1#post845810)
  • Retain HD geometry when importing an altered mesh to the lowest SubD level (when retopo work has been done on the model)
  • Multiple Blendshapes (Should be a non-workaround method - ie creating separate blendshapes on different layers, or timeline positions are workarounds - I’m looking for an independent list of blendshapes)
  • Ability to select and perform actions (such as delete, or set display properties double-sided to on) on multiple subtools at once
  • (Suggested By: wethand) Save masks function that is independent of saving to an alpha or texture
  • (Suggested By: santis) Robust set of retopo tools on par with those in topogun and 3dcoat (see some specific recommendations from “it’s Alive!” in post #24)
  • Closely related to the retopo tools requests - Complete and advanced set of traditional polygonal modeling tools (please closely examin the tweak tool in Softimage, and features of the NEX plugin for Maya by Draster for idea’s). Basically - make it so that people will never again feel the need to go to another program to do any polygonal modeling/sculpting tasks. Please give special attention to creating tools/brushes that enable the artist to slide the topology of an object across it’s surface, without changing the shape of the object.
  • Layers Folders (same concept as Subtool Folders)
  • (Suggested By: arsan) Make it possible to switch between layers no matter what SubD level you are on, and whether the subtool is partially hidden or not
  • (Suggested By: arsan) Add Bake current layer option
  • (Suggested By: arsan) Preserve existing mask when creating a new layer
  • (Suggested By: arsan) Separate layer systems for painting and sculpting with options similar to those in photoshop (like in mudbox)
  • (Suggested By: arsan) Paint your model from a 2D (uv) view of it that does not involve an elaborate work-around (see posts 22 and 23 of this thread (page 2) for more info)
  • (Suggested By: Francis Bezooyen) Paint masks (even sculpt?) on your model from a 2D (uv) view of it.
  • Layered PSD texture support (i.e. paint to texture (not just polypaint) in layers and export and import those layers to PSD’s with all data intact)
  • Simultaneously sculpt, and paint to multiple synchronized texture maps or “channels” (using Mari terminology). Ie - I would like to be able to have multiple profiles attached to a single brush, each one associated with a different map (color, spec, other), and having different settings. For example - while sculpting, I want to be able to simultaneously paint to a color, a spec, and a custom map, each map being painted using either a different texture image, material, flat color, or even a completely different brush (so, have a master brush that can have multiple “sub brushes”, that are each associated with a different map or channel, and even a specific layer of that channel).
  • Real world units on axis (cm, foot etc such as in Maya)
  • Ability to set the default state of any button (such as setting the Export Subgroups button to be off by default)
  • Full character support for typing subtool names (such as an underscore “_”)
  • Allow multiple tools in the tool list to have the same name (I hate it when Zbrush renames stuff on me)
  • Option to turn off old navigation scheme (the old navigation scheme can result in inadvertent rotations of the model while sculpting)
  • (Suggested By: arsan) fix issues associated with the “alt+LMB = Frame Selection” shortcut (For more info see Post#19 of this thread, plus the following thread: http://www.zbrushcentral.com/showthread.php?t=96092&highlight=frame)
  • make Zproject brush work in symmetry (with option to have the mirror side simply copy the results of the work done on the origin side, or pick-up the reference topology unique to it’s own side)
  • (Suggested By: It’s Alive!) Offset Axis symmetry feature (see post #24 of this thread, about half way down, for details)
  • (Suggested By: HaloAnimator) The return of Zmapper (see item #3 of post #27 for details)

  • [/list]Of course, it may not be possible to do all of this stuff, but these are some options.

    FYI - if people don't mind, I'll add other people's suggestions to my list when I like them. Sorry in advance if I miss yours, I may not catch everything (busy you know)

    Hey there,

    i saw some of these threads in the past. it’s just my opinion, but z4 is nearly perfect. yeah, some of the mentioned features are really needed, like the layer-thing. but some of those you’ve mentioned are already implemented.

    z4 is 32/64 hybrid. i’m not that deep in the technical space, but i think z4 already uses all available memory. i see how it expands up to 8 gigs before it crashes.

    to remove a tool completely out of a project you have to go too subtools and delete it.

    i think you can set the state of buttons with “save config”.

    what is “ptex”?

    in most cases there are workarounds. i bake the textures in another app, so i have no issues with multiple uv-spaces.

    The idea with multiple obj’s is really nice!

    i would love to see a mask-saving option (without baking it to texture).

    i just love the actual version. even if it’s sometimes a little bit unstable… i had some problems with layers. when i hide them, they disappear and i have problems with baking them.

    Hi Wethand,

    ZB4 does use all available memory - up to 4GB, but no further. It is not 64bit at all. I've checked with Pixologic support on this, and further confirmed it through other sources in addition to noticing the fact on my own machine (you can imagine my disappointment when I noticed that my new system's 24gb of ram were going largely unused by Zbrush). Thanks for pointing out the method of removing individual subtools. I had attempted it before, but found it unsuccessful. However, I've just tried it again and it worked. Not sure what went wrong the first time. However, I would still prefer a method of removing a Ztool in one go with all it's subtools, rather than having to individually delete each subtool inorder to remove it all - that's a serious time waster. Edit - actually, your method doesn't totally work either. When I do it, the Tool is removed, but a Zbrush primitive tool is generated in it's stead. So I'm still left with a cluttered tool list. Ptex is all the rage right now in texturing (that and Mari which now supports it). It's a technology developed at Disney studios that they have released as open-source. It allows you to paint without UV's, and with different levels of resolution per face of your model. In Mari's implementation, each face of your model can have a resolution of up to 8K (8192x8192px). Check out the following link for more info: http://www.disneyanimation.com/library/ptex/" Yes, there are workarounds - but most workarounds are sloppy time-waster's, dreamed up out of necessity to make up for the lack of a feature that should be implemented properly. Your save masks idea is a good one. I'll add it to my list. What app do you use to bake your textures?

    Good points :+1:
    For my work flow a better topology solution would be very welcome.
    Something quick and simple like in 3D coat where the general structure is quickly drawn in with lines, then the program calculates the rest.
    And from there being able to delete the faces you don’t want and place new vertex points and easily bridge them with polygons just by clicking, very much like in the NEX plugin for Maya.

    yeah, you are definitively right, most workarounds are very time consuming. in a production environment this sux… i am looking on zbrush as a hobbyist…
    it would be nice to have these tools directly accessible.

    okay, it’s right, zbrush has a lot of unfinished features and some are missing…
    and hell yeah, the topology-tools inside zbrush definitively need improvement… topogun-style with drawing lines would be cool!

    i just googled “PTex”… looks more than nice.
    We will see, how zbrush develops.

    i would also point out that ATi graphic cards dont support Mari…

    Interesting subject but I think you post in wrong forum Francis.
    See you later.

    Emmanuel.

    @Maya4fun
    Yeah, I’m not always sure where I should post stuff. Where do you think this thread should be? Meanwhile I’ll leave it up to the moderators to change it.

    @TyrellCorp
    It’s true that Mari does not support ATI gpu’s, which is bound to annoy a few people, but it is an incredible piece of software and I very much doubt that that will significantly impact it’s reception. On the plus side, Mari does officially support two gaming cards, which is rather unusual for a 3D app of this kind. FYI - though not officially supported, I’ve found that Mari works just fine with the gtx570 (one step down from the officially supported gtx580).

    @Santis
    I too would love to see top-notch retopo tools in Zbrush. I haven’t added it to my list though because I feel that that issue is more or less adequately addressed by reasonably priced options like topogun, and that much of it can be readily accomplished through a regular package like Maya or Softimage (and others) as well. Therefore, I don’t consider it so much of a priority … Having said that, if Zbrush does go 64bit, packages like topogun are going to be hard-pressed to handle the kind of models that some Zbrush users will throw at it, so on second thought I think I’ll add it to my list after-all. Besides, it’s a good strategic move for Zbrush, and I think Zbrush is really the proper place for tools of that type anyway.

    yeah i would support ANY software that can do away with the more technical side of creating art. Ptex will certainly do that. UVing is such a pain in the ****.!

    Yeah I’m curious to see whether Ptex really will spell the end for uv’s. Right now I’m leaning toward no, because in my experience thus far with 3D texturing solutions (Zbrush, Bodypaint, Mari) I’ve found that there are certain scenarios where working on the model from a 2D perspective is faster and easier. It will also depend a lot on how support technologies, say that facilitate tiling textures, are implemented.

    Mari is a ways away from replacing unwrapping and uvs, at least in the game market. Graphics cards arent going to support that level of detail in a game environment anytime soon.

    @beta_Channel
    You mean Ptex don’t you? Since Mari can do any level of resolution, large or small. Actually, there’s really no reason that Ptex couldn’t be suitable to games either - the artists need only properly restrain themselves in the level of detail they apply and beyond that the technology just needs to be supported. Just because you use Mari or Ptex doesn’t mean you have to generate gigantic maps.

    So, Im curious to know what people think of the feature suggestions Ive made. Please give your feedback.

    I`m also hoping to see more suggestions from other users.

    64 bit!!!
    Layers.Layers.Layers.Make it work like it should.
    Polygon density independent painting.
    Alternative or customizable navigation.
    Fix the alt+click=frame problem!!!
    When I chose “right click” navigation WHY is standard navigation still working.Try to sculpt something on the edge of model=rotate.

    Sorry for my english.

    Thanks for the input arsan, especially for your support of 64bit!

    Could you maybe clarify what you mean by the following two items:


    1. What changes to the functionality of layers do you think is important to make them “work like [they] should”?
    2. Fix the alt+click=frame problem!!!
    FYI - some info pertaining to your other points:


    1. Ptex should satisfy your request for “Polygon density independent painting”
    2. I believe the right click navigation that you referred to in one of your items meets the requirements for “alternative or customizable navigation”.
    3. Yes, when right click navigation is turned on, standard navigation is still active as well. It in fact does not technically conflict with your sculpting. The rotating you have described that occurs when you try to sculpt along the edge of a model happens because your cursor’s center is in fact over-top of the canvas when you start your action. It’s annoying I know (been there), but that seems to be the truth of it from my own observation. It is worth noting that the little red dot that is “supposed” to indicate your cursor’s position on the model is not always accurate. I have noticed under several circumstances that the model is not affected where that dot is, but rather where the center of my cursor is. The problem seems most pronounced at extreme glancing angles (edges where the normals of the model surface are nearly 90deg perpendicular to the user’s view). I’ll add “option to turn off old navigation scheme” to my list - that would at least make it so that you do not inadvertantly rotate your model when you are trying to sculpt.

    well … once we have 3d holographic screens we can sculpt using our hands directly on the mesh … now thats exciting…!!

    Yes, that would be cool. That would be a real game changer for interface design too. Hmm - I bet it would be fun to work on that.

    Were getting there :wink:

    http://www.youtube.com/watch?v=zWRBUcMbzkw&feature=player_embedded

    http://www.youtube.com/watch?v=FOjjohg4G-Q&feature=player_embedded#at=92

    Well,layers,first of all we need ability to turn on and off layers on every subdivision level.When You have let’s say 15mil poly model it takes time to switch to highest subd level every time You want to do something(edit intensity,turn off and on etc…).It’s the same when You have partially hidden subtool,layers are inactive…You have to unhide everything to make layers editable.
    Paint mask,add new layer-You lost your mask,argh… :mad:
    We have option “bake all layers” and merge down,ok,can we have bake current layer?
    And above all -separate layer system for texturing/polypainting with options like in Photoshop(just like in Mudbox).It’s very confusing now as we have sculpting and painting layers mixed together.

    About Ptex.Well Ptex is one thing,but it would be great to have ability to paint with Your UV.Just like in BodyPaint3d.Load lowpoly version of Your model,load texture and paint it directly in Zbrush without skipping to Mudbox or Bodypaint 3d.

    I mean this:

    http://www.zbrushcentral.com/showthread.php?t=96092&highlight=frame

    There is a workaround but…after minimize click time You lost ability to select other subtools by alt+click and to blur/inverse mask etc…:evil:

    Exactly,when I’m sculpting I just wont to sculpt,not to aim on the edge of model trying NOT to rotate…

    What about pressure sensitivity when You sculpt in air? :wink:

    you still have to use a tool for that . i think the motion detector is the way to go, so you can just use your hands.