3/16/2024 0 Comments Sculpting fur zbrushPeople with Zbrush will be able to sculpt circles around you before you even get a base body shape in.Ĭreating Basemeshes with correct scale and proportions is insanely more easy with Blender due to the fact that Blender offers Not only VDMs are scarcely supported outside Zbrush, but you also need to bake them for your final topology, so constant remeshing only complicates things Things like spikes or dragon scales, in short any details which aren’t aligned with surface normal, cannot be properly baked into anything other than vector displacement maps. ![]() The more details you put into sculpt, the more effort you’ll spend on retopo and fixing baking errors. From my experience, its render and animation capabilities are joke, procedural objects (micromesh, tripart curve brushes, hair system and so on) do not transfer to other DCCs and better to be replicated with their tools, finally, its logic of working with scenes is just bizarre, relic of its past as painting program.Īnd again, it is debatable if having absurd details on a single mesh is a good practice, when animation and game art exist. Zbrush is the best sculpting program for sure, but most of its other features exist “just because”. (OP said “character creation”, not limited to sculpting, and strictly compared Zbrush with Blender). I still do not see Zbrush being efficient in anything other than sculpting. It’s far easier and faster to learn software than it is to learn the things you do in that particular software, e.g. If you then decide to apply for jobs in game/film positions, you can always pick up Zbrush (or be so good that you may inspire others to look at sculpting in Blender ). Sculpting skills are transferable and it doesn’t matter which software you’re starting out in, it matters that you practice sculpting. In general? No, because Blender is a whole package.Ĭoming back to the original topic, as I heard from another sculptor - if you’re starting out, start with Blender. Mari it’s far better with Zbrush.ĭef depends on your role in a production environment and I absolutely understand why a lot of studios use Zbrush for sculpting and not blender.ĭoes this make Zbrush better than Blender? For a lot of things required in production settings - yes, absolutely. I’m sculpting in Blender myself and am missing a lot of things when it comes to “you don’t need high poly counts”, yes, but when you work with high level details in combination with e.g. Yes, Blender is better in a lot of things that other packages are missing, because Blender is not sculpting-software-only I def agree with you on a lot of things, but unfortunately Zbrush has a lot of advantages when it comes to an efficient workflow, not even talking about the sculping itself. with zbrush a sculpting software being around for much longer it has much more pre made assets and tools online if you are trying to do some very detailed and advance complex works.īut as far as overall capability goes they are not that different. In my opinion if you are trying to get to a triple A game studio or a large vfx studio you probably want to use zbrush as it’s the industry standard.īoth software are very capable, so at the end of the day it’s your skills that matter not the software you are using. It has a wider set of tools for sculpting (it’s a sculpting software after all) ![]() Has a faster voxel remesher (which is a fast way of remeshing while sculpting) ![]() In terms of handling polygons it’s faster than blender and can handle overall more polygons It has built in rendering engines and better modelling tools It’s easy to learn and have a very friendly user interface With so many updates it can handle a pretty decent amount of polygons (that is if using multi resolution modifiers, which zbrush also uses the same thing with a different name) My experience sculpting in both software was that: I’ve seen a timelapse yesterday of Nicolas Garilhe, who did one of the best 3D adaptation of an anime character I’ve seen.I have also used both ( not as a professional though) but I have used both. With separate meshes for every strand/clump of hair, I feel it would be easier ! I don’t think that would do it, or that would require a LOT of time and effort. And I feel you’re trying to get all your hair done by sculpting all of them on one mesh. I think your problem with the way you did it is that it’s too thick. ![]() If it were me, I would just insert cylinders, dynamesh em, give them the proper shape, Zremesh it, and then create some clumps with these cylinders and duplicate them everywhere I need to have fur/hair. I think you’re going in the right direction.
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