true but Zbrush is used for very specific things

On 25 June 2014 16:34, Greg Punchatz <[email protected]> wrote:

> Look at the general quality of work that comes out of all those
> programs.... nothing come close to ZBrush.
>
>
>
> On Wed, Jun 25, 2014 at 10:28 AM, Sebastien Sterling <
> [email protected]> wrote:
>
>> 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
>>>>
>>>
>>>
>>
>

Reply via email to