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Subtool Master Will Not Work With .MA Files. (Please Add This.)
Importing A .MA File Does Not Carry Over Polygroups
This really limits the use of using the .MA file format. There are a lot of workarounds to get the best of the .ma format and still retain your polygroups, but this should just work right out of the box.
Hot Key To Turn On And Off All Textures And Polypaint Information.
This would make it very easy to see pure sculpt and then turn on and off polypaint/texture data.
Really Delete Out Models From The Program.
Currently when I go into the subtool area and use the delete button, it will delete the mesh out and replace it with the PolymMesh3D star. If you try to delete this out then the program crashes.
Live Link To Photoshop File - Much like Zapplink but with a layered Photoshop file that is used for the texture on your model. This way you could paint on a layered PS file save, go back to ZB and then the texture would auto load for you. My current workflow is to save a flattened version in PS, flip the texture vertical (real pain) then go into ZB, load the texture in the texture palette then go into the tool and then ...more »
Bake Normal and Other Map Types From A Source to Destination - Currently you need to have subdivision levels. This is not an ideal workflow when baking maps from Hi resolution to a Game mesh.
GoZ Needs To Respect Polygroups - Currently when you use GoZ it destroys your polygroups. To work around this I have my model stored in OBJ format with all the polygroups. After I use GoZ I have to store a morph target, import the OBJ and then switch to the stored morph target state.
Masking With Drag Rectangle Addition (Space Bar Re-positioning) Currently this is possible with the transpose tool, add an alpha and drag out while holding CTRL. Then before you release you can hold down spacebar to re-position. It would be nice if the masking tool worked the same way.
Subtool Delete Along With All It's Children - This will allow you to easily clear out an entire model out of your ZBrush project and not have to delete the models out one model at a time.
This may work already with the new additions to the transpose tool...but I have no idea on how that works yet. (Never mind I just figured it out...so I want to drag from the open canvas over the top of the model. The transpose tool will not allow me to do this. It is awesome that I can now add the alpha. I think I can make a linear mask no problem. The radial might be a bit more tricky to get it to have Photoshop functionality.) ...more »
Like Photoshop. In Photoshop (I know this is crazy) I can even have nested groups inside of groups and then I can add a Mask to the top group and then paint out areas I don't need with the mask on the top group. That would be cool in 3D.....crazy...but cool.
Currently when you sculpt with the morph brush you can paint back to what ever state your stored morph target is. If you hold down alt while sculpting it will not paint out/back to the other state as you would expect. Just this addition to this brush would make it a lot more user friendly. I use it all the time for correcting projection mistakes. Mainly areas like the corners of the mouth and back of ears. Stuff like ...more »