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 < sebastien.sterl...@gmail.com> 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 <cgc...@gmail.com> 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 <davidsa...@sfr.fr> 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 >>> >> >> >