ZBrushCentral

Zbrush 5.0 Wishlist (or 4.5 if possible)

I admit I’m lacking experience on tweaking the lighting & materials options to create proper custom effects. I’m just accustomed to the 3dsmax lighting method where you can “draw” out lighting onto the scene.
And with 3dsmax materials you have a nice seperate area where you can tweak materials, colors, textures etc without having to touch your model. (which would come in handy when using multiple materials on a single subtool)

What I meant with the baking materials to polypaint is the workflow you have to go through to properly get a hires texture with materials baked in it ready for export to a program like 3dsmax.

I’ve spent alot of time on this, trying out a couple of suggested pipelines, such as this one for example: http://www.youtube.com/watch?v=tkn6qwQi578
But none really make it easy. It’s still alot of work to get a good result, (and judging from all the threads on ZBC I searched through I’m clearly not the only one finding this troublesome) and quite frankly I’ve given up on it for now. Now I just render in Zbrush and bring everything together in Photoshop. (which makes it difficult to get universal lighting on all models in a single scene, since building a scene in zbrush is barely workable, even on my high system specs)

I was hoping GoZ was gonna fix this, but turned out to be a bit of a disappointment for me. Perhaps it’s features could be expanded to encompass this.


Another suggestion for Pixologic - not so much Zbrush - would be to add a user contributed tutorial section to ZBC or the main site.
During my searches for specific techniques/tips I’ve spent many hours searching on the ZBC forum through all the scattered tutorials, and judging from the timecodes on replies I’m not the only one :slight_smile:

Sure there are many good training dvd’s out there, and a bunch on the pixologic homepage, but once you really get into it you have more specific needs. There are so many good tutorials on this forum and on youtube which disappear into the far reaches of their database, only to be found now and then by sheer luck :slight_smile: Many deserve a more permanent place.
Pixologic could - for example - create a page which gathers the best user contributed tutorials in specific sections with user ratings and comments etc.

Thanks guys

It would be nice to have a plugin for Luxrender :slight_smile:

That is an interesting idea Satin. Whatever the renderer - a plugin for any more robust render solution sounds interesting to me. Freeing Pixologic up to focus on other features is an appealing idea (why re-invent the wheel?), though I’m sure there are technical hurdle’s, especially for a program as different in it’s core technology as Zbrush.

I’d be interested in hearing from those in the know on whether this is an at all feasible idea.

Hey, guys. I very much agree with the changes suggested here, and really hope they get implemented.

One extra thing that I’d like to see would be a nicer saving system, especially for ztls. For one, you can close zbrush and it will never ask you to save your tool, but it will ask to save your document. I, like what I’m assuming is most people, very rarely ever have reason to save my document. I’d like the program to at least ask to save my tool.

The second thing is saving ztls incrementally is completely manual right now. Having some way to help automate that process would be good. I’m a fan of Maya’s “save incremental” system. There is one master file, and every time you save a new version is put in a folder. All I have to do is press “ctrl s” and I’ve got a version I can hop back to if I need it.

Related to that is one of the reasons we have to save incrementally: a crash on save (when most crashes seem to occur) will corrupt the ztl. Fixing it so that zbrush won’t corrupt a file if it crashes would be wonderful. Perhaps just some sort of check that zbrush isn’t going to crash before the tool is overwritten?

can we just have the import/export pallette at the top above the tool pallette the amount of time i spend scrolling up and down is crazy.

Great suggestions midost and tyrellcorp.

Tyrellcorp’s idea has prompted the following suggestion:

A Major UI overhaul. Zbrush has a beautiful interface in many respects, but there are some major limitations to it as well. Tyrrellcorp (in post #46 of this thread) pointed out the copious amount of scrolling he has to do in the tool menu and suggested placing the Tool import/export/load palette in an independent location that would always be accessible without scrolling as a way to solve this. I suggest taking it further – I do a lot of scrolling in order to access other features of the tool menu as well. I think it’s time for Zbrush to see a major UI redesign that introduces tabs to the UI, and the ability to move subpallettes as a whole when redesigning the interface. I also want to be able to drag and drop interface items on the fly, and to place them side-by-side as I please, control the layout of tabs, set auto-hide feature etc. An example layout that would be possible with these features would be to have two columns on the right (or more) – one with the Tool import/export/load palette at the top, and the subtool pallette below – the other column could have the remaining Tool menu items organized and accessible via tabs (either at the top or bottom or running down the sides of the column – as the user decides), perhaps with several sub-menu items grouped under a single tab. Both columns could collapse (independently) to the side and be accessible by tabs running down the sides of the Zbrush window, and/or auto expansion (think of the autohide layout in Softimage). If an artist needed to make a similar change to several subtools (such as turning the texture off), such a layout would allow them to to have the Texture Map and Subtool pallettes open side-by-side, enabling them to quickly switch between sub-tools and make the needed change in the Texture Map subpallette. (Note also how handy it would be to select multiple subtools and make the change to them all simultaneously as suggested in the Asset Management section). The latest photoshop versions have introduced some slick UI features like these that would be worth drawing inspiration from, and other programs have similar features as well (Mari for example).

Another idea:

DON’T delete an objects UV’s when it is exported with the Txr button turned off in the Export subpalette. Create a separate button to delete the uv’s on export, and cause the Txr button to only affect whether the objects texture is exported or not.

Hey, I finally made it to your thread! I don’t think there is anything I can add that hasn’t already been posted by others. The lighting system has been overhauled in ZBrush 4.0 R2 and includes what looks like LightCap (similar to MatCap?), procedural materials of some sort, HDR support for use as IBL and backgrounds, and better control over lights (direction, specularity, shadows, etc). There are some new brushes as well, such as a curves brush that allows you to generate new topology from scratch or a polymesh by simply drawing a line, and several boolean brushes that appear to conform with typical primitives (cube, sphere, cylinder, etc). It looks like they’ve updated the clipping brushes so that one can truly slice too, and not just flatten a side. Overall the update is looking pretty good.

As I said in another thread, Pixologic tends to focus on art creation, as well as anything that simplifies the technical side of the process. Therefore I wouldn’t expect to see the interface overhauled or changes to navigation any time soon, perhaps not even 64-bit sadly. I’m definitely a proponent of things like vector displacement and ptex though. RGB vector maps are simply an improvement on basic greyscale displacement and normal maps. It has the potential to greatly shorten the amount of time required for modeling details (facial features for example). Just search Youtube to have a look.

As for ptex, it too is basically an evolution, specifically that of tiling which is something Zbrush has done for years now. The thing about ptex, for those who prefer painting directly on their 3d model, is that it’s not dependent on high polycounts the way polypainting is. It improves on the tiling Zbrush already does in a way, by allowing each polygon to have its own resolution, potentially making maps more efficient and, most importantly, eliminating the need for UV’s. Like a lot of folks here, I hate working with UV’s. They do not contribute to my creativity. They are simply boring tedious work that I have to waste hours fiddling with for each asset.

Additionally, Zbrush has this fantastic feature called Spotlight. While Spotlight is quite powerful and well designed, its usefulness is hampered by the fact that you can’t use it effectively for painting traditional UV based texture maps, little alone ptex maps. This is a wasted talent that makes no sense to me. I like the suggestion regarding 2d flattening for texture painting too. Like all else, it shouldn’t be a convoluted process for users to deal with. Same with layers, which I agree really need some loving improvements.

Now, I can hear you saying there isn’t a lot of support for ptex yet, and only a tiny handful of apps can handle it. These are Mudbox, 3D Coat, and Mari. Oh, and nearly all of the renderers, including (correct me if I’m wrong) Mental Ray, Vray, and RenderMan. Lets see, then there is Cinema 4D R13 (including Bodypaint) and Lightwave I believe. Come to think of it, of all the most popular apps currently in use, 3ds Max, Maya, and XSI are the only programs that can’t load ptex files yet. I guarantee it will be a selling point on all of Autodesks 2013 versions though, which will leave ZBrush as the only app that doesn’t support an imminently useful feature that is basically free. Well, ZB and Photoshop, but I don’t think anyone takes PS seriously as a 3d app just yet.

A similar annoyance that feels more like work than creativity is retopology. If other apps can simplify this process, even automating it to some extent, then why not update the retopo capabilities Zbrush already has in order to do the same? Seems perfectly logical to me, provided catering to the artist rather than the technician is indeed the ultimate intent behind Zbrush. I don’t want to spend hours “fixing” my models when I could be doing something more constructive (not to mention fun). For those working professionally with budget considerations, imagine the time and money that could be saved if you were to eliminate as much of the UV and retopo process as is feasible from your pipeline. When you consider the number of models being worked on in a big project, and the number of projects there are per year, the savings could potentially add up to a LOT.

I don’t think I need to say it, but I will anyways; Zbrush needs to be 64-bit and most users will agree I think. The latest operating systems kind of necessitate more powerful machines and more RAM, so why not take advantage of that? Memory is relatively inexpensive and Zbrush needs it more than anything else, so why not let people use the 8GB or more they’ve paid for? This equates to higher poly counts and (hopefully) less crashing. This should be seen as a priority as it is nothing but win for everyone.

Regarding some of the suggestions by other users, there already is a way to set up units after a fashion. It is under “Preferences > Transpose Units”. I don’t understand the “Real” 3d viewport with “real” 3d camera and a “real” perspective either. Zbrush is perspective capable already. I suppose some options to alter the perspective and make the “camera” more like a real one could be useful, but only for those who render in ZB. If you often take you model to other apps for rendering, which is completely understandable, then there isn’t much point that I can see. As for the camera, it is the viewport. When you left click in empty space to rotate your model, it’s not really rotating. It is actually the “camera” that is rotating around the model. To truly rotate the model would require the transpose tools as well as some of the deformation options in the tool palette. You can see this by observing Tools>Preview. Lastly, while the option to see how much time has been spent working on a particular mesh would be novel, I don’t see the point. I’d rather see Pixologic work on useful features and fix bugs than waste time adding gimmicky doodads. Perhaps it would be better to ask someone to create a plugin instead, provided that is a viable option. If it is truly of life or death importance for some folks, then might I recommend a simple stop watch? I’m not trying to be rude, it just seems an odd request to me.

Ok, that’s enough from me for now so I’ll get off my soap box. I’ve been lovingly watching the development of Zbrush since nearly the beginning. I have much respect and admiration for Pixologic. The math and programming involved with creating a masterpiece like Zbrush never ceases to blow my mind. Sorry if all I’ve done is echo much of what has already been said. I just can’t help it if I care a great deal about Zbrush. It’s a bit like having a baby. You can’t help but watch in wonder as they grow and learn new things. All one can do is pray they’ll listen to you when you tell them father always knows best, lol. :slight_smile:

for me, one of the only things i would ask for is just a simplified and streamlined UI.

i’m even thinking big gigantic tabs that differentiate the different modes that we have in ZB now which gets rid of the notions of picking up and dropping and that objects are swapped into and out of 2.5D as sensible depending on the tab you’re in.

also, doing all the menial button pushes for the user so that all you have to do is push a button for polypaint and that’s ALL you have to do to get started. push a button for RETOPO and that’s all you have to do to get started.

jin

New suggestions:

undo camera move
ability to disable the gesture controlled zoom and return to original view commands (shift + pen movement zooms in on model, shift+circular pattern returns you to start camera pose)
Import multiple obj’s via drag and drop into the interface.

New suggestions:

  1. Constant location for the world axis (so that a character’s location relative to the world axis shows the same in Zbrush as it does in other packages like maya – right now the location of the world axis is related somehow to the contents of your current tool. You see it change in location as items are deleted or added to the subtool list).
  2. (Suggested By: hummel1dane (in post number 248 of the the following thread: http://www.zbrushcentral.com/showthread.php?t=152654&page=17&pp=15)Custom symmetry axis - right now you can only sculpt mirrored on x,y,z - but imagine you could add more axis. Imagine being able to sculpt the same on all sides of a box. How cool it would be if one could actually program the symmetry, create your own guides for the points to follow.
  3. Custom camera snap angles – holding shift while rotating the camera view currently allows you to snap the view to one of the 6 main axis (x+,x-,y+,y-,z+,z-). I’d like to be able to snap to angles between these axes, and have the tools to customize what those angles are.

Updated master list:

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
  • NEW DON’T delete an objects UV’s when it is exported with the Txr button turned off in the Export subpalette. Create a separate button to delete the uv’s on export, and cause the Txr button to only affect whether the object’s texture is exported or not.
  • 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)
  • NEW Import multiple obj’s via drag and drop into the interface, and automatically group them as subtools of the same tool. Also drag and drop multiple Ztools (which are not grouped under one tool).
  • [/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. 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. (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. Copy, cut and paste options (via masking) to move portions of one layer to another

    Lighting, Materials and Rendering:


    1. (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.

    UserInterface:


    1. NEW A Major UI overhaul. Zbrush has a beautiful interface in many respects, but there are some major limitations to it as well. Tyrellcorp (in post #46 of this thread) pointed out the copious amount of scrolling he has to do in the tool menu and suggested placing the Tool import/export/load palette in an independent location that would always be accessible without scrolling as a way to solve this. I suggest taking it further – I do a lot of scrolling in order to access other features of the tool menu as well. I think it’s time for Zbrush to see a major UI redesign that introduces tabs to the UI, and the ability to move subpallettes as a whole when redesigning the interface. I also want to be able to drag and drop interface items on the fly, and to place them side-by-side as I please, control the layout of tabs, set auto-hide feature etc. An example layout that would be possible with these features would be to have two columns on the right (or more) – one with the Tool import/export/load palette at the top, and the subtool pallette below – the other column could have the remaining Tool menu items organized and accessible via tabs (either at the top or bottom or running down the sides of the column – as the user decides), perhaps with several sub-menu items grouped under a single tab. Both columns could collapse (independently) to the side and be accessible by tabs running down the sides of the Zbrush window, and/or auto expansion (think of the autohide layout in Softimage). If an artist needed to make a similar change to several subtools (such as turning the texture off), such a layout would allow them to to have the Texture Map and Subtool pallettes open side-by-side, enabling them to quickly switch between sub-tools and make the needed change in the Texture Map subpallette. (Note also how handy it would be to select multiple subtools and make the change to them all simultaneously as suggested in the Asset Management section). The latest photoshop versions have introduced some slick UI features like these that would be worth drawing inspiration from, and other programs have similar features as well (Mari for example).

    Miscelaneous:


    1. UPDATED Real world units on axis (cm, foot etc such as in Maya), and the ability to set your unit type
    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. (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.)
    7. NEW (Suggested By: midost (in the words of Francis Bezooyen)) When Zbrush closes, have it detect any unsaved changes to your Ztools and if any are detected ask if you would like to save your Ztool before closing. You’ll notice that Zbrush does this regarding the document which most people don’t use at all. There is an imbalance of concern there.
    8. NEW (Suggested By: midost) An optional incremental save option similar to Maya’s.
    9. NEW (Suggested By: midost) A crash on save will corrupt the ztl. Fixing it so that zbrush won’t corrupt a file if it crashes would be wonderful. Perhaps just some sort of check that zbrush isn’t going to crash before the tool is overwritten?
    10. NEW undo camera move
    11. NEW ability to disable the gesture controlled zoom and return to original view commands (shift + pen movement zooms in on model, shift+circular pattern returns you to start camera pose)
    12. NEW constant location for the world axis (so that a character’s location relative to the world axis shows the same in Zbrush as it does in other packages like maya – right now the location of the world axis is related somehow to the contents of your current tool. You see it change in location as items are deleted or added to the subtool list).
    13. NEW(Suggested By: hummel1dane (in post number 248 of the the following thread: http://www.zbrushcentral.com/showthread.php?t=152654&page=17&pp=15)Custom symmetry axis - right now you can only sculpt mirrored on x,y,z - but imagine you could add more axis. Imagine being able to sculpt the same on all sides of a box. How cool it would be if one could actually program the symmetry, create your own guides for the points to follow.
    14. NEW Custom camera snap angles – holding shift while rotating the camera view currently allows you to snap the view to one of the 6 main axis (x+,x-,y+,y-,z+,z-). I’d like to be able to snap to angles between these axes, and have the tools to customize what those angles are.

    My biggest wish is a more reliable render system for turn table movies to show off my work. I ALWAYS have major problems rendering my models in Zbrush. Great for sculpting, but man, I just dread doing renders in Zbrush, but often have no choice.

    Another request:

    Do not allow base topology to change simply by subdividing it. Right now, if you bring in a mesh, and do nothing but subdivide it one time, you’ll find that your base geometry has been changed – it has effectively been smoothed out a bit. This phenomenon in Zbrush can create real headaches. For example, if for some reason you need to duplicate an object’s base geometry, say that of a shoe, so that you can do a unique hi res sculpt on it, since Zbrush has already smoothed it out once, it has already deviated from it’s original build, and now when you take a fresh copy of it and subdivide that you’ll find that it is smoothed out even more. It’s a copy of a copy scenario. It is equivalent to re-compressing a jpeg over and over again using the jpeg compression algorithm – every time you do it you loose some more of it’s fidelity to the original. This particularly spells disaster if your model is composed of several pieces as they begin to separate at the seams. Another scenario where this creates problems is in cases where you bring an object into Zbrush that you do not intend to do any high res sculpting to because you need only apply a smooth operator to it when rendering in a package like Maya – however, say in the case of an eyeball, you want to subdivide it in Zbrush to make sure that you get a proper and snug fit between the eyeball and the skin of the eyelids. In this process you may rescale and/or reposition the eyeball in Zbrush as well, and therefore the simplest thing is to export it to maya to retain the new scale and position, however, since the base mesh has been smoothed out in Zbrush, now when you apply the smooth operator in Maya it actually comes out smaller than it was in Zbrush, and therefore no longer fits the base mesh for the body.

    Turn off Tool>Geometry>Smt.

    Hey Marcus,

    Yes turning off the subdivide smooth modifier would solve that problem, but it then introduces an even worse one by not smoothing the mesh on the sdiv levels above level one.

    What I’m really looking for is a solution that would smooth the model as usual on sdiv levels above level one, but leave level one itself unaffected by the smooth operation.

    The effect would be similar to how in maya you can apply the smooth operator when you want to do a test render, and then remove it when you want to go back to working on the model, and the base geometry remains unchanged by the fact that the smooth operator had once been active on it.

    Hmm, thinking about it a little more though I can see how this would create problems down the road since regular displacement, being able only to travel in the normal direction, can’t do the kind of intelligent compensating that Zbrush would have to do to implement such a feature. Namely - that sdiv level 2 would have to take on a form that would normally, using the standard smooth operation, only be possible if the base mesh’s shape were changed - however, vector displacements may be able to achieve the necessary compensation! Huh, that’s an idea worth pursuing.

    One way you could at least partially address the concern would be for Zbrush to retain a memory of the original base mesh indepently of sdiv level 1, so that you could for example delete all subdivision levels and retain only the original unaffected base mesh. It seems to me that it should be possible to use this “Base Mesh level” to update the geometry and perform other tasks that we currently normally do with sdiv level 1, since sdiv level 1 would be merely a calculation of what the base mesh would be like were it smoothed. If using standard displacement, one would still need to use sdiv level one as their actual base in maya, but if using vector displacements you may be able to use the original base mesh, and additionally it would provide a solution for some of the kinds of scenarios I outlined in my original post.

    Most people simply reimport their original mesh at the point where they need it. Keeping a record of the base mesh would mean extra load on memory and so forth which would impact on performance. When you are dealing with the sort of computation that ZBrush handles there have to be some compromises.

    It’s a matter of opinion I suppose, but it seems to me that keeping track of the basemesh wouldn’t add that much load - it’s a relatively light mesh after-all. In any case, it’s the sort of feature you could probably make optional, then people can decide for themselves whether it’s worth the overhead. I know I would use it, and I’ve often heard other artists express annoyance over how Zbrush now handles this issue.

    Meanwhile, the problem with simply reimporting the original mesh at some point is that it doesn’t actually resolve the problem - in fact it can create more trouble - I just did a test where I created a cube in maya, and re-enforced it’s edges with additional edgeloops. I took it into Zbrush and subdivided it twice. As expected, subdiv level 1 was altered such that the support loops were now further from the actual edge, and the edges were now sloped. I then re-imported the original base mesh into the sdiv level 1 slot, which returned sdiv level 1 to the original shape as modeled in maya - until I switched to the highest sdiv level (level 3 in this case), where I found that my once smoothly rounded edges were now crashing through themselves, and when I switched back to sdiv level1 I found that the intended shape had not been retained after all. This is not the first time that I’ve noticed this behavior.

    Sorry If someone already mentioned this idea but I was thinking of a nice tool for retopologizing and of course as I have an artistic background myself, I have absolutely no idea how it could be done or even if it is doable but here it goes.

    Let’s say you’ve reached the point with your highres mesh where polygons start to show on certain areas such as the cheeks, chin, eyelids,etc…
    What would be really good would be to have a brush that reorganizes the topology along with the brush stroke.

    So for example, a retopo-brush stroke on the edge of the jaw would create edges following the stroke that was applied and reorganize the polygons as good as possible on both sides of that edge…

    Hope it makes sense and someone at Pixo can read this…
    Thanks guys you’re doing a great job !