@Wayniac: +1 I own and use a good number of 3d packages, but after having to use blender a while back just for proper UV’ing my models in less time, I’ve grown to love it, and have moved 99% of my non-sculpt/painting workflow into Blender. The fact that it’s free is an aside for me, its the stability and toolset that won me over. I’ve would put blender’s animation capability up there easily with Maya and Softimage(And above that of all the other packages I use) And as a bouns, for me Blender and ZB play very well together.
A special bonus in blender is the ability to rig my low poly base mesh, export the low-poly base tpose to ZB, sculpt in ZB then export a displacement map in ZB to bring back into blender for the displacement modifier(like softimage/maya/max would handle it, but actually easier/less-steps in blender IMO). Then back in blender add a MULTIRES MODIFIER on top of my rig/armature modifier for my basemesh, then applying a displacement modifier(using my ZB dispMap) I can import back into the top level of my multires modifier(in blender) the displacement that came from ZB, thus repopulating all the levels below the top level with the relevant sculpt level data(so useful). So I can, as you would in Maya/SoftImage/Max, rig/weight/animate on the low poly mesh, with the animation/rig deforming using the low-poly base-mesh to deform the top level of multires data. Then an added bonus is the ability to add blender’s shapekeys(blendshapes for Maya users) while I have the multires modifier still on the rigged mesh, thus allowing me to use blender’s internal sculpt toolset to clean up the mesh at certain extreme poses, all the while keeping the displacement detail that was populated to all levels on my multires modifier when I baked in my ZB displacement map. Friggin awesome and useful for many of my pipelines. Then blender can pretty easily bake any high-res textures or displacement to a different set(smaller/larger) of UVs(maps sizes, or completely different UV layout) for easy realtime export if I’m working on a game asset instead of a film asset. The workflow is easy and logical, and no damn Autodesk licence hell any longer for me! Just wanted to mention that. Pardon the long post.
I cant wait to be able to load in poses(obj’s or FBX’s/Collada’s with skeletons) other than my TPose in ZB and have no artifacts populate the various levels when I use and alternate pose to sculpt on, then going back to the tPose with no distortion/artifacts(as is now the case for me in ZB3)