As they currently stand and in as much as modeling, sculpting, and
re-topology are concerned....:


Zbrush is great for concept sculpting, hammering out a high rez
visualization, it's so good in fact that a lot of places use it in
pre-production

then send the hi-rez concept sculpt to the modeling departments later down
the line for retopology and uv's, see Reck It Ralph making of.

The interface is deceptive, but NOT difficult, i fell into that trap in my
first approach. The default layout can be drastically customized, it is
better to think of the interface as a series of trays (Tools, brushes,
sub-toolz).

It keeps you hungry for learning, you will genuinely want to know more
about the features.


Mudbox is better for tweaking existing meshes hence demarking itself in mid
production, it lacks the same re-meshing and re-topology features,

where it "shines" is ease of use and texture workflow, it has an easier
learning curve then photoshop.

In theory it also has a third strength which is it bridge capabilities with
other Autodesk products which speeds up workflow e.g blendshapes, while
preserving textures vertex ID's,

However Autodesk have decided not to capitalize on this and have instead
adopted version lock bridging e.g: if you have maya 2014 and mudbox 2012
the bridge will not work.

it is worth noting that Zbrush is quasi platform agnostic, regardless of
version or distributor.

This hostage situation resulting in Mudbox slowly deteriorating in both
functionality and value. which is a shame as it truly is a great piece of
kit originaly developed by people at WETA.


Modo is an all in one sculpting modeling re-topology package, and what it
does it does extremely well, e.g quite possibly the best UV tools in the
business out of the box. (with the possible exception of 3D coat)

However it would seem it's Design industry orientation has left it bias
towards hard edge modeling and arc-viz, not that it is destitute of organic
modeling tools, they are good too, but it's array's of arc-viz tools are
truly intimidating.

This bias can also be felt in the handling, conventional selection and
manipulation, toy with it a bit and you will know what i mean.

it offers 2 sculpting methods one for quick concept the other more
production orientated, and some very robust retopology tools.

it comes with one of the best renderers out there and employes real unit
scales, so cm, inch, mm, great for 3d printing.


On 25 June 2014 15:06, Cristobal Infante <[email protected]> wrote:

> If it's sculpting you are looking for zbrush hands down...
>
> You can also do a bit of texturing but it's only polypaint so limited to
> your polygon count.
>
>
>
>
> On 25 June 2014 14:32, David Saber <[email protected]> wrote:
>
>>  Hi all,
>>
>> I'd like to know what your opinion on 3d sculpting apps? What do you use
>> and why did you choose this app over another?
>> In the past I used Zbrush but I always found its workflow a bit weird.
>>
>> After a web search, I made a list of apps that do sculpting:
>> - Zbrush.
>> - Sculptris (seems like a toned down version of Blender? Also from
>> Pixologic)
>> - 3d coat
>> - Mudbox (is it still developped?)
>> - CB Model Pro http://www.cbmodelpro.com/ (never heard of it before this
>> search)
>> - Modo
>> - Cinema 4D
>> - Blender
>>
>> Thanks for your input.
>>
>> David
>>
>
>

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