All these additions are great, which I think Zbrush doesn't need it when it comes to sculpting and manipulating the geometry ( Its already super robust), but you are skipping the most essential parts, like for example : 1. A proper layer stack for texturing/poly painting with its masks. for advanced texturing most users will look somewhere else. 2. A good "more predictable" UV tools. 3. Fibermesh. 4. Geometry HD Enhancements. And many others.. Just enhance what you already have please, I don't think any user is lacking functionality when it comes to manipulating geometry in Zbrush. Thank you for the video Mike ❤
This is quite useful but would be awesome to be able to have more dots and to be able to store the dots position, so you can work with those at any time along the project lifetime. Or may be modify the Bend Curve to store the dots position (i use bend curve a lot in stylized hair, but usually the function is lot when using the gizmo). Also would be useful to be possible to reposition the Bend Curve dots freely in the 3D space, so in case it resets, you can set manually the dots into the mesh. Anyway 2023.2 brought really useful updates!! The contact snap is awesome! Thanks Michael for always sharing the new features in such a great way!
This is version 1. Version 2 of this brush will probably allow you to add more dots so you can define the detail of the spline yourself like other 3d apps. But here I can do it on a million poly mesh. Also this is probably the fastest spline to deformer tool by default out there.
also would be good if they added an ability to make subtool panel independant from the rest items below (or fixed) , the scrolling between different subtools and their deformations is kinda bothering. Plus the tool panel with all tools available should be foldable, it takes too much space in some cases
@@iddeegeeyeah absolutely agree. What I’ve done to make this a little less horrible is make a custom menu with all my frequently used buttons which I’ve assigned to a hot key. This way I have that right panel solely for my subtool list, and if I ever need any of the buttons under that subtool list I just use my hot keyed custom menu instead of scrolling through that right panel. Not a perfect solution at all but the best I’ve come up with so far
Just when I was going to switch to Blender to use hair curves, they make this. I'll see if it's actually useful or if it comes with a catch, like most Zbrush features. They could also have made the deformers editable instead of destructive though... being able to edit that bend curve modifier shouldn't be rocket science.
after you tap the model to get rid of the imm spline. it deletes the curve. but it shouldnt if you dont tap that mesh after making your imm. if you switch back to the same brush and after working on something else. the guide curve should still be there if i recall correectly
So many years, and we still waiting proper splines from Zbrush team... Personally, when I need anything more complex then quick curve, i just export lowpoly model to blender, add splines there, converting them into mesh and then import everything back to Zbrush.
thats nuts, just mask up to the point you want to move, move it, rinse and repeat. easy workaround instead of pining for splines/opening a whole nother prog for something so simple.
i mean zbrush has bend curve and spline based IMM Tripart brushes. i have found almost no need to go out to another program for curve modeling unless the object needs to be very precise like within a certain mathematical degree.
What about some persistent boxes instead all that conterintuitive small translucent manipulators? i mean you already have those for some thins why not using them in a better way?, also a good uv unwrapper? a good topology tool? when?
Amazing tut. This gave me a new horizon to me while posing my models
thanks brou for 11:00 13:15
All these additions are great, which I think Zbrush doesn't need it when it comes to sculpting and manipulating the geometry ( Its already super robust), but you are skipping the most essential parts, like for example :
1. A proper layer stack for texturing/poly painting with its masks. for advanced texturing most users will look somewhere else.
2. A good "more predictable" UV tools.
3. Fibermesh.
4. Geometry HD Enhancements.
And many others..
Just enhance what you already have please, I don't think any user is lacking functionality when it comes to manipulating geometry in Zbrush.
Thank you for the video Mike ❤
This is quite useful but would be awesome to be able to have more dots and to be able to store the dots position, so you can work with those at any time along the project lifetime. Or may be modify the Bend Curve to store the dots position (i use bend curve a lot in stylized hair, but usually the function is lot when using the gizmo). Also would be useful to be possible to reposition the Bend Curve dots freely in the 3D space, so in case it resets, you can set manually the dots into the mesh. Anyway 2023.2 brought really useful updates!! The contact snap is awesome! Thanks Michael for always sharing the new features in such a great way!
Thank you so much. But Contac snap is not working, c1, C2, but C3 just let my object disappear. What I can do?
Great tutorial Michael, thank you!
Honestly, this small brush is adding extra boost to my workflow. Happy with it.
You are the best explaining zbrush!
oh awesome! basically a "puppet tool" for 3D. I've never gotten the bend curve to work right, so this is super welcome and necessary for myself.
what a boss as always. thank you!
Wonderful vid, you're as awesome as I remember you ❤
Such an awesome feature!😍
Amazing Thanks a Lot
This is version 1. Version 2 of this brush will probably allow you to add more dots so you can define the detail of the spline yourself like other 3d apps. But here I can do it on a million poly mesh. Also this is probably the fastest spline to deformer tool by default out there.
That'd be incredible!
this is cool and all but the fact that I still can’t put folders within folders is insane
Oh come on it already took them years to add folders. We'll have folders inside folders in... like, 10 years maybe. XD
The technology isn't there yet.
also would be good if they added an ability to make subtool panel independant from the rest items below (or fixed) , the scrolling between different subtools and their deformations is kinda bothering. Plus the tool panel with all tools available should be foldable, it takes too much space in some cases
@@iddeegeeyeah absolutely agree. What I’ve done to make this a little less horrible is make a custom menu with all my frequently used buttons which I’ve assigned to a hot key. This way I have that right panel solely for my subtool list, and if I ever need any of the buttons under that subtool list I just use my hot keyed custom menu instead of scrolling through that right panel. Not a perfect solution at all but the best I’ve come up with so far
Anchor brush is very cool. Thank you so much Master Michael, for always introducing new features. 😍👍
which version of z brush 2023 has anchor brush i cant find it on the regular 2023.1
@@Damian_DH You need one more update. It has been included since 2023.2.
@@namsculpt danm! thanks for the update brother.
great video as usual, thanks Mike, any way to make the anchor points a bit bigger (for us old people)
Just when I was going to switch to Blender to use hair curves, they make this. I'll see if it's actually useful or if it comes with a catch, like most Zbrush features.
They could also have made the deformers editable instead of destructive though... being able to edit that bend curve modifier shouldn't be rocket science.
Agreed! If they could make Bend Curve dots position editable, that would be the full solution to this feature!
after you tap the model to get rid of the imm spline. it deletes the curve. but it shouldnt if you dont tap that mesh after making your imm. if you switch back to the same brush and after working on something else. the guide curve should still be there if i recall correectly
Cool! But are you able to save these point positions and reload them for later?
Cool!)
👍👍👍
You forgot to show zSphere rigging 😉
So many years, and we still waiting proper splines from Zbrush team...
Personally, when I need anything more complex then quick curve, i just export lowpoly model to blender, add splines there, converting them into mesh and then import everything back to Zbrush.
thats nuts, just mask up to the point you want to move, move it, rinse and repeat. easy workaround instead of pining for splines/opening a whole nother prog for something so simple.
i mean zbrush has bend curve and spline based IMM Tripart brushes. i have found almost no need to go out to another program for curve modeling unless the object needs to be very precise like within a certain mathematical degree.
yeah, i always go to blender for hair
@sulabhmaharjan3401 why? there are dozens o ways to make hairs in zbrush.
Yeah the control you can get from blender splines and arrays are a really good combo zbrush absolutely needs
Más le vale al Zbrush que se ponga las pilas y saque herramientas verdaderamente manejables. Y si no sabe que copie a otros programas.
LOL they'll do anything to avoid giving us the ability to use bezier curves to model structures like tentacles, branches, cables, etc
haha, yeah that is such a powerful tool that is really needed in ZB!!
What about some persistent boxes instead all that conterintuitive small translucent manipulators? i mean you already have those for some thins why not using them in a better way?, also a good uv unwrapper? a good topology tool? when?
Why whine on MP's tutorials? He's doing something to help people.
@@bakedbeings Because maxon dont listen? also is not a whine its just a complaint, learn the difference might be useful for you in the future
It is definitely a whine when it's directed at someone who's clearly not involved with what you're talking about