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 >>>> >>> >>> >> >

