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
>>>
>>
>>
>

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