Forgot to mention something myself, I have Blender set up with Maya nav(which is another spanner in the works)
EDIT: so I set it up and it’s about 90%, but I just can’t see myself justifying using Blender for sculpting because that last 10% is a killer… I predict a real pain in the arse jumping between Blender and ZB in the future. The right-click to orbit just can’t be replicated without messing the whole nav up. I don’t think it’s really worth it considering I use Zbrush already.
I believe that’s the plan, he made the API for masking, filtering, transforming…etc and they work with Dyntopo but for Multires is not yet possible…they need to change it before these new features work with the Multires Modifier.
Actually the way Texture Paint brushes’ work reflects how the paint is projected in to the model. It doesn’t follow the normals, it’s cast like a 2D projection, hence you get lots of paint everywhere if you don’t mask stuff.
Absolutely amazeing. I am leaving a link to his patreon for the new people. It pretty much stopped raising after he became part of the dev team… Maybe we should consider motivating him a bit more, before pixologic will eventually get around to sending him that suitcase full of money
Pablo Dobarro’s developer edits have been added into the blender builds. It looks very nice, and performance is good. In todays build it has voxel remesher. The voxel remesher will make sculpting quicker. Fine details such as horns and ears should be much more easy. And it can fix mistakes made when sculpting.
Pablo is like a rebellious developer jumping from one problem to another and with curiosity comes innovation.
I believe only Ton had this kind of mindset back then,Pablo might still have a long way but i like what i am seeing from him.