I had that same problem with a mesh I was working on. A workaround is to use the X Y or Z offsets. At least, that worked for me. It didn't get rid of the seams, it just moved them so they weren't anywhere on my mesh.
I'm with Super here, that would be a great one. Being able to rotate freely and smoothly is just as important as being able to push Z-illions of Zwhatever, well to me anyways. SpaceNavigator support would be fun to have too.
Cheers - Yeah I guessthats gonna have to be the plan - I believe that .FBX supports vert colour will save out he mesh in that format and dump some uvs on the mesh and bake the vert colours onto a texture take it back into Z brush for the fun part.
An update, Thanks for the feedback Dantert, I did make Ziggs a bit thicker, redid a bunch of the hard surface stuff. I would really appreciate some tips on how to model hard surface in z brush more efficiently.
If you store a morph target, the layer brush will only sample from the stored surface depth. As a result you can get something like this just be changing the z-intensity (higher value strokes will be on top of any lower ones).
I had a rogue recently and have no clue were It came from so I clicked Go Z and went to It's location and deleted that f-cker! all is well, no holes or anything. :) Hope that can help someone one day.
Do you have photoshop running in the background? I have been getting very weird crashes lately on Vista64 - both Z and Mud crash if CS3 runs behind them, as soon as the stylus hits the tablet (mouse is fine)
This has been a fight >_< Thank you so much @Nauh I would cry sometimes when im working on a small aspect of a larger scene and my mouse wouldn't be perfectly on that small object and i'd zoom to Pluto then to Alpha Centuri then have to Z back to earth
I don't do much sculpting, but my friends who do a fair amount say they bevel their hard edges if they're doing a lo poly in order to hold hard edges in z brush. do you have any better methods for holding hard edges?
How did you manage to wrap your brush around your mesh without distorting it on x/y. Even if I turn off x and y and only sculpt on z it still distorts on x and y making it impossible to tile.