Only got round to playing with it last night I am so impressed by live booleans having a little trouble with Go-z to modo but all the features are pretty much blowing my mind about now, and the gizmo is truly a gift from the gods.
Sometimes it isn't a mask, but a problem where it changes the intensity before it goes to pick the tool back up. If this is the case you have to exit edit mode, clear the document, and make sure your RGB and Z intensities are set to 100 before redrawing the tool.
That's a strange one. Aside from the random scaling issue which I've now got sorted, I've never had any issues importing or exporting with the latest version of Z. Used to get random crashes if I was trying to import something with dubious geometry.
I posted this in the other thread, but I would like to make a knew one that is specifically for the topic. I've been thinking of using spherical coordinates to describe my normalized bump maps. I believe you could do this practically by rotating a spherical coordinate system around the Y axis and adjust you angle values to…
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.