ZBrushCentral

Other commercial applications discussion thread

I see a a very amazing workflow with 3DC and Zspheres2 together.

  • Using Zspheres2 to create a base mesh is probably the fastest way possible.
  • Exporting a medium poly OBJ from ZB 3.5
  • Then in 3DC converting the OBJ into voxels.
  • sculpt details and retopo there as well.

I also agree that waiting for ZB3.5 (because of GoZ and Zspheres2) is absolutely agonizing!

I think that this forum is too clustered up

Shouldn`t there be a specific forum for each of the [OTHER] applications?

No, I personally think that this section is slow enough to have just a general thread for the moment.

That’s funny, I personally find ZB very limiting. Too each his own I guess.

BTW, people on Polycount were talking about Stanford’s Lucy sculpture. I decided to try playing with it in 3D Coat and made a little video of some retopo and sculpting on it. Due to the video recording it got a little choppy in a couple of places but when not recording I get between 35 and 80 FPS (you can see the FPS in the lower left corner). Here’s the video:

http://vimeo.com/6293748

I don’t find it limiting because I use it in conjunction with with the ultimate drawing technology,…the pencil.

sometimes, a programs limitation is really the user…I personally don’t find zbrush limiting

I gotta agree with Tezzy. To say that either zbrush or 3dcoat limits your creativity is abit far fetched. Are you using the completely wrong tool for the job?.. Are u using a screwdriver with a nail?

Limiting in the sense that it takes more work than it should to get the same job done.

Then I would consider that tedious more than limiting.

Well polygons themselves are limiting. When I can’t punch a hole through my model or continuously pull out the same spot I call that a limit. Like so:
http://screencast.com/t/GMXm6yFDk

well, work around means you can achieve it…which is why I replied saying it’s not a limitation but just tedious.

Your next example would be a comparison to not just zbrush alone…it would apply to other apps aswell.

Absolutely. Saying ZBrush is “very limiting” is like saying oil Paint is “very limiting”.

A quick spin around the top row gallery says it best.

When I’m posing my model and, lets say, an arm intersects with the torso and the voxels instantly weld so that I can’t move the arm away from the torso anymore, or I close the lips of a figure and I’m not longer able to open them up or forming the fingers to a fist welds them all together, THAT I call limiting.

Seriously, I also like the voxel feature of 3D Coat. With it you can create models that would never be possible with classic modelling approaches. However, it’s not a new paradigm and it’s not the best technique for everything. Besides that, sculpting in 3DCoat feels blobby, bubbly and squiggly (sorry, I don’t know how to express it better) right at the moment which also is a problem closely related to the nature of voxel volumes (either you create a new voxel or not, the surface pops within the voxel grid).

Well, all I want to contribute to the discussion is, that polygons surely have their limitations but they also have distinct strenghts. Does it not say that nothing fuels your creativity more then clear limits?

On a side note: I always felt, that the Unified Skin Feature of ZBrush was neglected my most of the users. Unified Skin offers a lot of workflows that come close to voxel behaviour (like eliminating stretched polys or welding several subojects). ZSpheres II seems to built on that feature and my guesses are that what Pixologic might present us in the future could be “the best of two worlds” - the spacial flexibility of voxels combined with the spacial integrity of poly surfaces. Until then, I personally use the software which is most suitable for a certain task.

digitaldecoy, i have to agree with you, 3dcoat, while interesting and different is somewhat clunky and non forgiving.
as far as unified skinning goes in zbrush, it has some weird stuff going on behind the scenes that isn’t very clear sometimes, for instance, the scale of your model in the preview window effects the mesh resolution more than the sliders, sometimes, and thats the hurdle for me, the sometimes. i also don’t understand why there is such a low poly limit when making a unified skin, or even a alpha to 3d for that matter. i hope in z4 this will be greatly improved.
lastly one more issue with unified is sometimes it welds stuff as well that you don’t want welded and pointy bits get messy. all of this could be easily fixed though. and if zspheres2 are using that as a primary skinning method i think it might finally get some new attention/upgrades.
the only way i’ve found zbrush limiting is the occasional crash which is frustrating and difficult to return to.

Well I guess we each have our own way of working. I don’t mean to start any arguments.

Hello,
I agree. Mudbox is definitely not Zbrush. Not even close.
I own Mudbox and its limitations and poor UI is why I bought ZB
My favorite program by far.

Spread the word!

I was excited to give MB for Mac a try, but found myself disappointed as well. I don’t have any problems with the UI or anything, it was the performance I wasn’t thrilled with. I was getting some serious brush lag at around 800K polys. It seems as if you need a pretty powerful rig to work well with it.

I think they are complaining about the lack of new features. Which is true by the way. They adressed mostly stability issues and only added a few new things like stencil based texturing (much like Zbrushs upcomming lightbox).

Not for me. I could run OS X Mudbox 2009 fine. 2010 was so bad I uninstalled the trial in less than a day.