Again, it's simply a matter of spending one minute to read into the difference between tools and the document, and why both exist. Once you accept that you're looking at a canvas, seeing models as tools makes perfect sense. 2.5d hasn't hindered zbrush's UI or what its capable of.
I guess for most people the 64Bit mode will be the big one. Maybe finally able to work on massive models at once and not piece by piece. Next step using GPU features? What do you guys think about the low poly modelling tools? Look easy to use but a bit limited to the parametric system of Zbrush.
The standard ZBrush transform gizmos are great, but it'd be really handy to have some standard tools in there as an alternative. They've already got a fairly janky transform set up if you turn off "edit", but I don't think there's any way to use it at a sub tool level. Would be great to see that improved and implemented…
exactly what part of calling an object a "tool" is intuitive? what part of having to go into the tool panel to import models is intuitive? it's exactly because Zbrush still desperately clings to it's 2.5D painting roots that the UI is so damn borked. i'll admit it's gotten better over the years, but that's a bit like…
I'm looking forward to 64bit.. not necessarily so I can just go crazy and make massive models.. but just so I don't have to WORRY about it if I happen to. I like the Keyshot integration.. I've yet to see SSS or realistic skin rendered in it though. Things I'd like to see: As mentioned by a few here already.. Subtool…
well if you have kept up with zbrush developments over the years then it's fairly clear that they don't care about pipelines and established 'industry' ways of working. entirely left-field product for single users, probably created by some surfer dudes in a hut next to the beach... ;) shame that skymatter fell for the…
i'm a bit tired of everyone defending zbrush' UI by saying "it's easy once you figure it out" yeah, well i've figured out the theory of relativity. and it is "easy once you figure it out". it's the "figuring out" which is the problem. the UI is so unintuitive and different from everything else, i find myself looking up…
I test drive mudbox every couple of years to see how it is going and every time I do I come away with an appreciation for how quick zbrush is, even on average machines. A simple thing like going up and down in sub levels can be a real chore in other software. I give part time instruction and atm my 4th year students are…
It sort of would. I just hope the way things are going with Autodesk, Pixologic atleast implements a bridge between blender and zbrush while they are bridging Keyshot, I dont see that happening for next 10 years. With that being said; I hope Autodesk Business consultants take their faces out of their asses and actually…
Zbrush has way more important things to address than 64bit first. It's actually becoming increasingly more difficult to use in real productions due to the head in the sand approach of Pixologic. It's 2014. Why do we not have proper udim support, or non-destructive layers, or the ability to import proper cameras with image…