Wouldn't it be sweet if Zbrush 5 would allow you to group subtools similar to Photoshop's layer groups, for example a belt 'group' consisting of Belt subtool, buckle subtool, pouch subtool, etc. allowing for easier organisation.
Wouldn't it be sweet if Zbrush 5 came out and we were all excited, only to realise the '5' was actually an 'S' and all they added was some voice recognition.
Wouldn't it be sweet if Zbrush 5 came out and we were all excited, only to realise the '5' was actually an 'S' and all they added was some voice recognition.
Siri, subdivide
*Searching for nearest Sub Dive Ride*
Wouldnt it be awesome if that applied to sculpting "Siri make art"
64 bit SUBTOOL FOLDERS
Separate layer for polypaint
better retopo workflow (just be at least as smooth as Topogun!)
paint directly onto model/uv like 3d coat or modo
and maybe some kind of basic mesh editing
dual materials? I always see people compositing Matcaps in Photoshop... wouldn't it be cool if we could apply multiple to one mesh and pick the % strength/opacity for it? Seems like it might be handy for real quick screenshots.
Wouldn't it be sweet if Zbrush5 had a robust painting system that worked with UVs as well as it does with vertex painting now with layers and saved masks. With a 1 touch export that would make separate spec, gloss, diffuse, etc. files.
Wouldn't it be sweet if the sculpt layers worked like those in mudbox (choose the sub-d level, and create the layer for THAT level... Not that highest!)
Wouldn't it be sweet if Zbrush5 had a robust painting system that worked with UVs as well as it does with vertex painting now with layers and saved masks. With a 1 touch export that would make separate spec, gloss, diffuse, etc. files.
Edit: Saw popeye just posted this.
I've always thought it would be sweet if Zbrush had a one button method of switching between polypainting on the model itself and polypainting on a version of the model exploded and flattened to its UV space.
Wouldn't it be sweet if Zbrush5...
Had an IBL shading system similar to Marmoset.
Correctly functioning color & displacement layers.
Accurate perspective.
64 bit support.
Subtool & Layer folders.
A UI overhaul.
Wouldn't it be sweet if Zbrush5's sliders where tablet friendly.
Very hard to fine tune a slider on a tablet, even a mouse come to think of it.
"hmm i want my noise strength at 0.7. its set as 1.0 i'll just slide it down a little bit, nek minut -0.696534095734095736"
Man I've gotten so used to the Zbrush UI & hotkeys it's more like; Wouldn't it be sweet if Photoshop used zbrush's spacebar menu brush size slider, Screw constantly hammering ''.
Man I've gotten so used to the Zbrush UI & hotkeys it's more like; Wouldn't it be sweet if Photoshop used zbrush's spacebar menu brush size slider, Screw constantly hammering ''.
hold alt+right mouse, drag left and right for brush size, and up and down for hardness.
wouldnt it be sweet if zbrush 5 gave you the option to use standard move rotate and scale tools like you have in maya, max, unity and most other well thought out software.
Wouldnt it be sweet if zbrush5 would let you just select things at the sub-object level like vertex, edge loops, and faces without having to do crazy backward workarounds.
wouldnt it be sweet if zbrush 5 gave you the option to use standard move rotate and scale tools like you have in maya, max, unity and most other well thought out software.
This!!! god id kill for that, usually end up just using the deformations button because I find transpose to be such a nightmare, at least in deformations I can adjust it by a relative unit scale.
Wouldn't it be sweet if the sculpt layers worked like those in mudbox (choose the sub-d level, and create the layer for THAT level... Not that highest!)
that is the weirdest shit,
you can create a layer for sub-d 3 then divide to sub-d 4 and create new layers.
and you can even switch back to sub-d 3 and turn record back on and work on that layer. but you can´t make new layers...
its like something must be realy messed up in their code.
I've been making a ton of the tileable textures for Nosgoth and am in it almost every day, and all I want is a way to go from 2.5D mode to 3D-regular mode. Is that impossible? (probably, I hate you) Also a rad layers system would be amazing. AMAZING. 64bit, of course..hmmm.. Also why can't we just save the project like you would save something in Maya or Photoshop. Instead of either saving a tool or saving document..just save? I dunno.. maybe I am talking crazy. What do I know. I'm just a dumb artist. (programmer's quotes here, not mine)
A proper layers system for subtools would be amazing, Would love to be able to group and drag subtools up and down, seperate layers for polypaint, IMM brushes with UV info and MOAR POWARRRRRR!!!!!! Also if they could sort out the freakey perspective too haha.
A texturing system like Mari, or even Mudbox, painting directly on to uvs or model with pixel res, not points and then blend layers, filters and so on. Oh please! :poly124:
A texturing system like Mari, or even Mudbox, painting directly on to uvs or model with pixel res, not points and then blend layers, filters and so on. Oh please! :poly124:
Yeah that would be really handy, its the only reason I noticed people using a ZB to Mudbox workflow, for Mudbox's paint tools, being able to keep it all in ZB with a per pixel rather than per poly painting workflow would be ace!
Wouldn't it be sweet if Zbrush 5 had a better system for rebinding keys that also allowed you to rebind key combinations that involved ctrl or alt? Or have a checkbox to include a Sculptris Controls option similar to how Sculptris has a Zbrush Controls option?
Wouldn't it be sweet if ZBrush5, Pixologic staff was reading this thread.
All of the above, if they said it, it must be worth while upgrades.
I don't see how they can be that far off from pixel painting/texturing.
64Bits please & i agree about those memory errors on big meshes can't even click off or do things at the other window it is a nightmare to sit there wondering, did it export? DAMN IT.
5. Almighty Gir's suggesiton of importing .FBX files, keeping your material presets as subtools, and your uv islands as polygroups is awesome. Would love this feature!
Replies
i have feeling instead of all that we will get some new shiny Zfeature however.
Siri, subdivide
*Searching for nearest Sub Dive Ride*
Wouldnt it be awesome if that applied to sculpting "Siri make art"
64 bit
SUBTOOL FOLDERS
Separate layer for polypaint
better retopo workflow (just be at least as smooth as Topogun!)
paint directly onto model/uv like 3d coat or modo
and maybe some kind of basic mesh editing
dual materials? I always see people compositing Matcaps in Photoshop... wouldn't it be cool if we could apply multiple to one mesh and pick the % strength/opacity for it? Seems like it might be handy for real quick screenshots.
Also, finer control over mirror axis. Sculpting with mirror on an angle that's not parallel to the XYZ axis would be the bee's knees
Edit: Saw popeye just posted this.
I've always thought it would be sweet if Zbrush had a one button method of switching between polypainting on the model itself and polypainting on a version of the model exploded and flattened to its UV space.
Had an IBL shading system similar to Marmoset.
Correctly functioning color & displacement layers.
Accurate perspective.
64 bit support.
Subtool & Layer folders.
A UI overhaul.
Very hard to fine tune a slider on a tablet, even a mouse come to think of it.
"hmm i want my noise strength at 0.7. its set as 1.0 i'll just slide it down a little bit, nek minut -0.696534095734095736"
Man I've gotten so used to the Zbrush UI & hotkeys it's more like; Wouldn't it be sweet if Photoshop used zbrush's spacebar menu brush size slider, Screw constantly hammering ''.
hold alt+right mouse, drag left and right for brush size, and up and down for hardness.
Map this to top button on pen and do it with one click for super sexy fun times.
holy shit didnt know about this! *mind blown*
This!!! god id kill for that, usually end up just using the deformations button because I find transpose to be such a nightmare, at least in deformations I can adjust it by a relative unit scale.
That's what she said...
Stop stealing my idea :P
Or else they may just release some useless floating toolbox's.
that would only be sweet if they put more care into a linux port than into the laggy, crashhappy mac one they already have.
NO NOT LIKE THAT , WHAT ARE YOU DOING. THAT'S THE WRONG TOOL
that is the weirdest shit,
you can create a layer for sub-d 3 then divide to sub-d 4 and create new layers.
and you can even switch back to sub-d 3 and turn record back on and work on that layer. but you can´t make new layers...
its like something must be realy messed up in their code.
so GPU-support and 64-bit would be pretty nice.
Yeah that would be really handy, its the only reason I noticed people using a ZB to Mudbox workflow, for Mudbox's paint tools, being able to keep it all in ZB with a per pixel rather than per poly painting workflow would be ace!
All of the above, if they said it, it must be worth while upgrades.
I don't see how they can be that far off from pixel painting/texturing.
64Bits please & i agree about those memory errors on big meshes can't even click off or do things at the other window it is a nightmare to sit there wondering, did it export? DAMN IT.
1. realtime PBR shading for polypainting.
2. Subtool folders and better layer system
3. Better explicit control over zremesher!
4. 64 bit plz!
5. Almighty Gir's suggesiton of importing .FBX files, keeping your material presets as subtools, and your uv islands as polygroups is awesome. Would love this feature!