ZBrushCentral

Other commercial applications discussion thread

i tried Rhonda awhile ago, i think right before zb3.5 was released, i was looking for a way to draw in 3d. it was alright, but i found right away it being very limited to what i wanted to do, i wanted to start adding shapes of color and textures and many other things.
but then zbrush 3.5 came out with the zsketch spheres and if you use them at a small enough draw size you can get similar results as Rhonda along with eveything else zb does.

I found out about this website where they’re experimenting with a new graphics rendering technique that renders objects as very dense point clouds instead of polygons.

http://unlimiteddetailtechnology.com/

They were able to optimize the rendering routines by using some similar techniques that search engines use to get them to run in real time.

Opinions about Mudbox 2011?. I hope ZbrushCentral be serious enough for there will be no problem. Let’s take a look.

http://area.autodesk.com/mudbox2011/features#

Posing Toolset: In my opinion, a clear referece that Autodesk is taking an eye on Zbrush.

Image Adjustment Brushes: This is similar to the 2d tools than we have yet, but we would need a “flood” option, for apply the adjustment at the entire texture for equal (in place of paint it with the brush).

Vector Displacementent: Like in Luxology Modo. We still haven’t this, right? or am I wrong?. We got cavity, normal, displacement, but vector… I doesn’t remember… but, New XSI/Maya/Max use this map?. We can use it with Vray, but Mental Ray continues only with normal mapping I believe…

Paint in UV Space in 3D View: For me this is only for people who still paints in 2d, I’m desiring that Pixo release the Spotlight, in really, I am almost to strike till then respect Zbrush.

Interoperability with Maya/Max/XSI: Another GoZ equivalent

Blend Modes for Paint Layers: Well, this is definitively where Mudbox win us for now… till Spotlight arrives (please with layers, with transparency and blend modes too).

Multi-Layer PSD: Well, I think its time to change to EXR multichannel, and be independent of Photoshop or Gimp, although I recongnize that create all layers (diffuse, specular, transparency… and see all applied to the model and doing its function its a point).

High Quality Turntables: Another feature “learned” from Zbrush.

Session Recorder: Another one more.

Enhaced Color Chooser: Well, thats why Autodesk is Autodesk. It should be writed in bright red and blinking.

64 bits support for MacOsX and Win7: Yes, here’s another true point.

Mudbox in Community: Eeer… this is a feature?. Ey Pixo! remember you’ve a new feature for the Z4 release!.

More opinions? another points of view? C’mon!.

Damn!, i’ve been looking for anything about Mudbox 2011 in the forum, but I don’t finded this one.

Well, then now we got one for talk about Mudbox 2011 in particular.

Could anyone tell me the main advantage of using Zbrush over 3D coat. I currently use 3D Coat and notice on the forums that people are often using both. I was womdering why.

I found out about this website where they’re experimenting with a new graphics rendering technique that renders objects as very dense point clouds instead of polygons.

http://unlimiteddetailtechnology.com/

They were able to optimize the rendering routines by using some similar techniques that search engines use to get them to run in real time.

I’m not sure what limitations it might have but the tech demos on Youtube are impressive to say the least. For those who have not watched the videos yet he’s claiming that this technology might show up in games within 14-16 months.

My question would be how much harddrive/disc space would the point cloud ‘models’ take up?

There is a Mental Ray vector displacement shader here http://www.psychocore.com/

Richard

How long is a piece of string? :slight_smile:

It’ll probably be down to the artist to decide on how much detail their models have. So storage requirements will vary.

It may even be possible to store the models as regular poly models with displacement maps and then convert them to point clouds when needed.

Thanks for the info, and for the link!.

Well, any opinions about our software most closer to Zbrush?.

Autodesk look to Pixo?

Features that we’d like to have?

Things we don’t like?

Advantages of Zbrush over 3DCoat (only a few)

-Much better brush speed in relation to radius and polycount used. To get good performance in 3DCoat you need to downsize brush radius half of your brushsize in Zbrush so that means no large radius with move brush or smooth brush above 500 000 polys.At 20 million when working in 3DCoat your brushsize must be the size of an iris (on a full body scale). -Custom brush behaviour presets that can be saved to files.

-Bigger set of brushes that again can all be blended together using things like the brushmod slider.

-Viewport render looks a little better(comparing with the 2 same matcaps).

-Pose tool much much more efficient (3DCoat posing tool starts to get slow at approx 500 000 mil polys) -Each Subtools can hold your max cap polycount and you also have HD geometry (in 3DC you can have only about 4-5 subtools of your max polycount) before it get really slow. So you have a much higher polycount capacity in ZB. -Zb needs a less powerful machine. -You have subdivision levels that you can go back and forth to , and you can sculpt on an imported .obj while retaining Uvs,scale,pos well...everything.And you can export anytime any of those iterations. -UVmaster (you can make nice uvs in 3DCoat but you must define seams)

-Friggin GOZ

-You can record your sculpting sessions and your strokes. -You can easily create macroscripts and there is a nice flow of usermade scripts -You can customize UI much more (custom menus,more funtions allows Keyboard Shortcuts) -Bigger userbase,more tutorials... Advantages of 3DCoat over Zbrush.(again...only a few.) -Retopo tools are much much better(like topogun+90% of polyboost tools),and you have Retopo layers that you create while you work and that you can hide/unhide as you wish. (Im talking about connected polys here) -You can merge to voxels extremely bad topologies like scandata or any heavily triangulated mesh and sculpt on it like if it was the most perfect even topology.Without any remeshing or projection needed. -Voxels are much better than Zsphere2 when it comes to sketching because you can use Splines and B-Splines to Cut,Extract and Split your sculpt while you work. -The topology is always even,it never stretch,you can pull a sword out of the hand of your chracter if you want. -You can use a SpaceNavigator Device. -You can copy any part of your sculpt with copy brush (like Zproject but without projection..real copying) -Each subtools have their own symmetry planes so you can reorient a pouch or a sword and keep sculpting on it using its own sym plane (a little bit like posable Symmetry but without the limitations(ex:the no sphere rule) -You can bake comparative normal map from two object with different topologies without need to remesh or reproject. -You can texture with layers (disp,spec,diffuse)and 3DCoat has the most exhaustive list of texturing tools you can think of (too long to list...)You can also load multiple normal maps and control how they blend. -You can bake shaders to texture.The bump of the shader is also automatically baked to the normal map.Also textures loaded in shaders are not canvas-based like ZB,so if you load a leather or stone texture in your shader it stays wrapped on your model even if you rotate it. -You can paint hires texture directly on lowpoly model without any subdivision needed.(perpixel painting) -You can bake normal map even if Uvs overlap. -Develloper is in direct communication with users and does feature request and is a super cool dude.

END:
…the 2 works extremely well together using 3DCoat quadrangulation(automatic remeshing) or Zb unified skin and Project All feature.
And there are litteraly dozens of workflows possible…
In all,if you own the 2 apps your are friggin Madmartigan.
[VAL24-1.jpg]

Thanks for taking the time to write such a comprehensive comparison. Looks like I should buy Z Brush.

…it was the first post of this thread ! :smiley:

Moi V2 is out! http://moi3d.com :cool:

  • French Version :slight_smile:
  • Doc online
  • 30 days Trial
  • infinite demo (without save) but you can load any 3dm files!
  • etc…
    Have fun Nurbs modeling! :cool:

Wonderful comparison for which I am await.

That was an excellent analysis. I have both apps. I am still a novice, but I create zsphere2 base mesh and sculpt with high detail. Then I import into 3d coat and retopo, then uv map and texturize, all in 3d coat. I like controlling the seams in 3d coat over uv master. Now this of course is just one of many worklows because, A) I still don’t have a grip on voxel sculpting in 3d coat. B) I am not good at texturing in zbrush. I really like the ease of painting with depth and specularity while texturing in 3d coat, as well as the ability to paint high detail on a low poly models in 3d coat. So to conclude, I find sculpting is best handled in zbrush, but retopo-ing, and texturing with controllable uv’s is done with ease in 3d coat. THIS IS JUST MY EXPERIENCE!

yes please! this has got to be the best auto retopo tool currently on the market.

http://vimeo.com/13651638

pretty cool, what program is this?

oh wow! that looks like Mudbox to me. Is it? Pretty amazing feature.

3D-Coat.

Yes its 3d Coat. The regular topo tools are equally as impressive in 3d coat as well.

It seems that (the legendary) Bay Raitt is testdriving 3dcoat these days.
Amazing stuff from the master: http://vimeo.com/13954699

(I think I really have to upgrade my PC soon, voxels are just to slow right now )