ZBrushCentral

Zbrush 5.0 Wishlist (or 4.5 if possible)

@arsan
Yeah, those issues with layers have always really annoyed me too. I’ve added your suggestions to my list.

I’m not totally sure I understand what you are saying here. Are you saying you want the ability to paint your model from a 2D (uv) perspective, as you would in Photoshop? If so I totally agree, and will add that to my list.

I’ll point out though that Ptex could probably be fully used in such a 2D view of your model. I haven’t checked out the latest version of mari yet (which has implemented ptex), but I’ll bet that Ptex works just fine that way in their implementation.

You can do that already:

  1. For best results size your document so that it is the same as your texture.
  2. Set subdivision level to 1.
  3. Press Tool>UV Map>Morph UV.
  4. Frame morphed UVs in the canvas using Shift to view flat to the screen.
  5. Press the Projection Master button. Color is the only option you need.
  6. Paint. All the 2.5D tools are at your disposal.
  7. Press PM button to pick up.
  8. Press Tool>UV Map>Morph UV.

Thanks for the info Marcus.

I must point out though that those are WAAYY more steps than should be required. People need to be able to jump back and forth between 3D and 2D paint modes much more quickly and without needing to change their canvas size, down-res their model or in any other way alter the conditions under which they interact with their model in one mode in order to be able to interact with it in another.

Moving to a 2D view of your model should be as simple as clicking a single button, such as a tab, and the same for moving back. And further - they should be able to view it in both modes at the same time (one providing reference to the other), and the switch should be fast - If a one click solution consists of merely automating the steps you described it would not be adequate because people will be sitting there twiddling their thumbs for a number of minutes while they wait for the switch to occur. That’s no good. We really need a better solution.

A New Retopology Tool

That lets you do all of the following:

The select topo/topology menu stays so we can re-edit pre-existing topology, cause sometimes you only need to change a few zones.

Has a Select menu with “Point” “Face” and “Edge” selection options.

The ability to move the “Edges” “Points” or “Faces” anywhere on the model by clicking on them and dragging them.

The ability to select several “Points” “Edges” or “Faces” into a group selection by holding down the “Shift” key while clicking on the them.

/\ the ability to take those selections and duplicate them on the other side of the object with “Symmetrize Topology” feature.

A “Merge” feature that will merge and weld two selected edges or points together. Obviously dependant on the “Shift + Right Mouse Click” to select more than one Edge or Point feature.

A “Relax Topology” feature

Has a Smart “Create Shell/Difference” feature that works across all the lower divide levels under the maximum divided mesh settings the user selects before converting the new topology into into Polymesh 3d object. I use morph difference a lot on higher high detailed models to give me a thickened mesh suitable for printing, unfortunately you can not use the reconstruct lower subdivides option on meshes like this, there is another way around it, but hey “Why make things harder than they have to be?”

Has a “Straighten” selected “Points” “Edges” or “Faces” feature just like Topogun, but it lets the user specify what axis to impliment the direction of the straighten tool “X” “Y” “Z”.

“Lazy Quads” it works like the target brush tool. Only it creates a perfect repeating line of linked Quads that follow the target circles direction as it is dragged over the object. The size/spacing of Lazy Quads is altered by the size of the target brushes circle. We are going to need a Right Mouse button click feaure to bring that Lazy Quad Brush Size menu up.

Connect Edge/Edge Loop feature like Topogun.

Bridge feature like Topogun.

A Topo Sub-Tool layer feature that lets the user import two different sub-tools into the topolgy editor- Giving them them the option to turn the topology on and of for either tool (So one or the other can be reworked) as well as the option to turn both sub-objects topology on at the same time so the two piece can be retopo’d into a single mesh.

A Smart Retopo feature like 3d Coat.

Next Big Wish

“Offset Axis Symmetry” function.

Let the user use perfect symmetry from one axis while altering the offset on another axis within that axis. David Spade: “Whaaaaaa???”

OK, how to explain this… OK, the Human Face.

One eye is lower than the other eye, same goes for the ears and so on.

If symmetry on the object in the Z axis goes from the middle of the object out horizontally. Then the user wants to keep the Z part of the “Z axis” normal, so Z would have a value of Z=0 X=0 Y=0

but the Up/Down or “Y axis” value with in the “Z axis” needs a slight shift in it’s value added to it in via a negative or positive value selected by the user selectable offset sliders to influence either an Up or Down shift in the “Y axis” settting on the Z axis while symmetry is turned on.

Symmetry for Z Axis turned on. Offset Symmetry is turned on for Z.

Offset value for Z axis is

Z= 0 for slider value
X= 0 for slider value
Y= -3 for slider value

Now when the user sculpts the eyes and ears, they are automatically offset from each other in they’re up down axis location. Just like they normally are on real faces. Let say with the Z axis with the “Y= -3” set, causes the left eye to be lower than the right eye. If you changed the Y Values offset of the Z axis to “Positive 3” or “Y= 3”. The right eye would be higher than the left eye.

Hope that makes sense.

Those are my big wishes for the next Z.

No 64 bit??? Did I miss something, or is it 2004 again?

@It’s Alive!
Thanks for your thorough list of retopo features. I’ll add a note to my list directing people to read your post.

Also, neat idea about the offset axis symmetry. I’ll add it.

@3dman26
Thanks for supporting the 64bit push! and yeah … I know what you mean:)

Well, i am glad to see this thread because as an avid Zbrush user, and proud owner i would love to put in some of my ideas too… since I work on alot of character and creature models, I would love for these ideas:

  1. Material Layers: With this, I could paint my spec/diffuse/reflection all at once. Like, I would want to set a material to my layer and just paint on this. Been wanting this for a while now.

  2. Paint on texture map in 3d. I know Zbrush is not a tool designed for this, but it would be nice to paint on a texture (a la Mudbox) without having to go to a super high polygon count…And this should work simultaneously with idea 1 (I’ve had issues where my texture didn’t line up with the details on the normal map, forcing me to paint my models in photoshop) I almost always use ZAppLink and Projection Master to create 2D detail…

  3. I think Zmapper should come back…SERIOUSLY! I have seen some really nasty normal maps coming from zbrush lately, especially stuff like this:

http://www.zbrushcentral.com/showthread.php?p=843523#post843523

This really kills the quality of people’s models and although I haven’t had anything this severe, I would love the ability to visually see my normal map and tweak it.

  1. Morph Layers: I think some of you may have mentioned it, but this would be great for doing blendshape animation (granted, all of these should be create on Lvl 1 SubD for the ease of creation)

SUPPORTING:

64-bit: I have 12 GB of ram, def a must have.

Ptex: Never used it, but i would def love this

Better Retopology: I haven’t had issues with this at all… it is actually a very nice tool to use but it would be nice to see my model (At least at Level 1 sub d without having to preview the skin… :slight_smile:

Layered Textures: Come on, PS is a program of great standard… layered PSD’s should be already supported.

And most importantly paint on textures!! I haven’t used Goz With photoshop because painting in photoshop 3d is CLUNKY as HELL!!

Thanks for your input HaloAnimator

I’ll add your new requests to my list.

Your idea for Material layers, sounds very much like the following idea of my own:

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 paint to a color, a spec, and a custom map simultaneously, 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).

Let me know if that satisfies what you are after

This sounds like something in Bodypaint or Mari (Which I literally almost bought!! LMAO) and exactly, what i am looking for :slight_smile:

It seems I can no longer edit my first post:cry: Oh, well - I have another item to add to the list.

This one belongs in the Priority#1 section in my opinion. Namely:

Stop changing the scale and center location of imported models!!!

I realize that there is some technical reason for this, but it creates a lot of problems. A better solution is needed.

-“Real” 3d viewport with “real” 3d camera and a “real” perspective like max,maya,xsi… really would be great.

-Materials like maya,max,xsi have-Blinn,phong etc. Useful when trying to previs reflection maps with diffuse and bump etc.

-Paint to texture and not to polys.

  • lattice for stencil tool so we can alter the shape of the texture to best fit the model.

-Paint accross multiple uv regions as well as objects.

-Ptex would be nice I guess.

-A layer system that doesn’t require a press record.

-Create layers on multiple sub div levels.

-Erase brush (erase sculpting on specific layer).

If these are mentioned already I apologies for being an echo…

Thanks for the input brettSinclair. You’ve added a few new things.

FYI - I think a “real” 3D viewport would in fact conflict with Zbrush’s core purely software based technology (Zbrush does not use your graphics card), so I don’t know that it’s even possible. Though I have wondered if they might be able to create a hybrid system that leverages the advantages of their current technology and that of more traditional 3D viewport rendering tech, such as openGL that rely on GPU support. I’ve wondered if they may need to even as they venture out into 64bit, as the increased memory capacity will invite much larger data sets that may quickly become unmanageable for most processors - pure speculation but it seems to make sense.

As I can no longer edit the original post I’ve decided to post here an updated list. I will also post such an update every 10 or so posts in the future and highlight the changes.

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)
  • NEW Stop offsetting the location of models on import – this leads to problems, such as the breaking of symmetry tools like SmartResym. Or, at least cause these tools to account for the offset.
  • 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/showth…ed=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)
  • NEW (Suggested By: brettSinclair) A layer system that doesn’t require a press record.
  • NEW (Suggested By: brettSinclair) Erase brush (erase sculpting on specific layer).
  • (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).
  • NEW (Suggested By: brettSinclair) Standard materials common to most 3D apps, such as Phong, Blinn and Lambert.
  • NEW (Suggested By: brettSinclair) Lattice for stencil tool (also see the slurp tool in Mari)
  • 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/showth…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)
  • NEW (Suggested By: brettSinclair) “real” 3D perspective.
  • (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]

    • A new retopology tool more along the line of what 3D Coat has to offer, or at the very least switch back to the Zbrush 3.5 version where you couldn’t see or reach your mesh from the back.
      Now the only solutions are either to mess with the Draw options, which fixes it to a certain extent, or do it in 3D Coat, which seems a bit much for something Zbrush already had to begin with.
      That’s my main bother about Zbrush4. Really puts a dent in my pipeline.

    • Easier lighting options. The current ones aren’t very user friendly imo. I prefer the 3dsmax equivalent.

    • Easier material settings. Again, 3dsmax has a far easier system.

    • Clip Brushes: Be able to cut holes into a mesh. (now you can only do it if you made a hole in shadowbox)

    • Easier way to bake materials+polypaint to texture for export. The current pipeline is alot of work. Would be nice if there were some feature or plugin that made this easier :slight_smile:

    • More best render options. (like being able to tweak number of samples etc)

    I really appreciate Francois suggestion about expanding architecture supporting of new zbrush. Despite of this, zbrush is the best tool to make such wonderful things in computer’s reality.
    Regards,
    Kamil Lukasz Tront

    Two things I would like.

    1. A user friendly utility that allows you to cut and key your model for 3D printing.

    2. An option to see how many hours you have worked on a particular piece( there may be a way to already do this?), like a small counter in the toolbar.

    Some new idea’s:


    1. copy, cut and paste options (via masking) to move portions of one layer to another
    2. rotate brush - a brush that rotate’s portions of geometry that fall within it’s radius, using the center of the brush as the center of rotation. Drag left and right rotate’s the geometry perpendicular to the camera view. Drag up and down rotate’s the geometry parallel to the camera view (ie in and out relative to the camera view). Holding shift will snap the rotation to one of the two options, while without it allows for smooth combination of rotating in all different directions. Holding the alt button inverts any alpha. Holding Alt+Cntrl inverts the the influence of the brush so that rather than being strongest at the center, it is strongest at the edges (based on the focal shift) . A brush option to add a fade to the influence at the edge when the focal shift is inverted.

    An updated list, organized into categories:

    Top Priorities:


    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
    Asset Management:


    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 select and perform actions (such as delete, or set display properties double-sided to on) on multiple subtools at once
  • Full keyboard 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)
  • [/list]Geometry Control:


    1. Stop offsetting the location of models on import – this leads to problems, such as the breaking of symmetry tools like SmartResym. Or, at least cause these tools to account for the offset.
    2. 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/showth…ed=1#post845810)
    3. Retain HD geometry when importing an altered mesh to the lowest SubD level (when retopo work has been done on the model)
    Sculpting:


    1. NEW Rotate brush - a brush that rotate’s portions of geometry that fall within it’s radius, using the center of the brush as the center of rotation. Drag left and right rotate’s the geometry perpendicular to the camera view. Drag up and down rotate’s the geometry parallel to the camera view (ie in and out relative to the camera view). Holding shift will snap the rotation to one of the two options, while without it allows for smooth combination of rotating in all different directions. Holding the alt button inverts any alpha. Holding Alt+Cntrl inverts the the influence of the brush so that rather than being strongest at the center, it is strongest at the edges (based on the focal shift) . A brush option to add a fade to the influence at the edge when the focal shift is inverted.
    2. 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)
    3. (Suggested By: wethand) Save masks function that is independent of saving to an alpha or texture
    4. (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)
    5. 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.
    6. (Suggested By: brettSinclair) Lattice for stencil tool (also see the slurp tool in Mari)
    7. 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)
    8. NEW (Suggested By: dobbie) Clip Brushes: Be able to cut holes into a mesh. (now you can only do it if you made a hole in shadowbox)
    9. (Suggested By: It’s Alive!) Offset Axis symmetry feature (see post #24 of this thread, about half way down, for details)
    10. (Suggested By: HaloAnimator) The return of Zmapper (see item #3 of post #27 for details)
    Texturing:


    1. (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)
    2. (Suggested By: Francis Bezooyen) Paint masks (even sculpt?) on your model from a 2D (uv) view of it.
    3. 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)
    4. 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)
    Layers System:


    1. Layers Folders (same concept as Subtool Folders)
    2. (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
    3. (Suggested By: arsan) Add Bake current layer option
    4. (Suggested By: arsan) Preserve existing mask when creating a new layer
    5. (Suggested By: arsan) Separate layer systems for painting and sculpting with options similar to those in photoshop (like in mudbox)
    6. (Suggested By: brettSinclair) A layer system that doesn’t require a press record.
    7. (Suggested By: brettSinclair) Erase brush (erase sculpting on specific layer).
    8. NEWCopy, cut and paste options (via masking) to move portions of one layer to another
    Lighting, Materials and Rendering:


    1. NEW (Suggested By: dobbie) More best render options. (like being able to tweak number of samples etc)
    2. (Suggested By: brettSinclair) Standard materials common to most 3D apps, such as Phong, Blinn and Lambert.
    Miscelaneous:


    1. Real world units on axis (cm, foot etc such as in Maya)
    2. (Suggested By: brettSinclair) “real” 3D perspective.
    3. Ability to set the default state of any button (such as setting the Export Subgroups button to be off by default)
    4. Option to turn off old navigation scheme (the old navigation scheme can result in inadvertent rotations of the model while sculpting)
    5. (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/showth…highlight=frame)
    6. NEW (Suggested By: Muddpit)An option to see how many hours you have worked on a particular piece, like a small counter in the toolbar (Comment from Francis Bezooyen – Such a counter should have an option to pause it’s count when Zbrush looses focus. Better yet, to track your activity across multiple applications, excluding others.)

    @dobbie and MuddPit

    Could you each please give greater detail about your suggestions? (except those items I’ve already added to the list).

    The only other details I could give, is that the counter only counts when working on the model( I.E no counting while one sits and look aimlessly at their model in the viewport ). Also the timer stops when a project is exported using GOZ( unless there is a way to track time across another program?), and the GOZ counter will then be present in the overall time chart. An option to have another program listed with the goz counter is optional.

    The counter counts working on subtools/layers/uv's etc individually and list how many( I.E 5 subtools ). However include options for the counter to combine ALL time when a person is done with their project to get the overall time( EX one below ) and have it present in the viewport( totally optional ) for screen grabs or renders and an option to display the timer chart with all the models tools( subtools/UV's etc, etc ) with their combined time and number of tools displayed beside them( EX two below ).

    EX: Option 1

    ZPROJECT Work time = 67hrs, 23mins. Project Goz = 4

    EX: Option 2

    ZPROJECT Work time: Chart: Project Goz: Maya = 7 Zmodel: #1 = 22hrs, 12mins Subtools: #17 = 7hrs, 45mins UV's: #17 = 2hrs, 7mins Layers: #4 = 5hrs, 2mins Polypainting = 13hrs, 17mins