![]() I personally believe in well made artist tool have merits: creative process more optimized, more fun, I create more interesting stuff. For the intermediate semipros who subscribe to the idea of "well made tool inspire creativity and productivity", I'd say, the current narrow window of ZBrush full version 20% discount is very rare. A good modeler will find joy in the tool he/she has mastered. This gets into subjective "user experience" and speed of use. A good Blender user can be faster than a unskilled pro tool user. Compared to ZBrushCore, 3Dcoat Lt version is a far "all-rounded" entry solution for hobbyists with low budget but wish to create/ custom morph 3D things for games or 3D photo rendering.įor experienced semipros curious/ mulling over ZBrush vs ZBrushCore, all the indispensable pro user basic functionalities: UV, FBX, advanced retopo, GoZ, ZModeler, Instancing could be filled with Blender or 3Dcoat Lt version, so won't be an issue. ![]() IMO, for hobbyists, ZBrush full version is an overkill. The hobbyists who haven't sculpted/ modeled in either of the free/cheap tools mentioned, would of course find a $120 pro-use capable sculpting tool totally "useless" to them. The hobbyists who enjoy sculpting for the fun of it (not to make props or morph premade things), do check out the abundant Dynamesh/ ZSphere/ MatCap videos, then decide if it's fun enough. Not to say it cannot be used for these purposes however, subjected to skills and knowledge.įor the hobbyists dabbled in free yet powerful Sculptris, SketchUp, Blender, (freeish) Hexagon/ Carrara etc, who has no commercial needs at all, they just have to decide if they have $120 to spend on a far more powerful sculpting tool than Sculptris. It's definitely not meant as a cheap standalone modeler/sculptor/painter/mapper for game content or advanced render content (Daz3D/ Maya/ C4D renders). Secondarily, to encourage beginner Sculptors to cross the threshold to the real deal with a cut-down preview version. ZBrushCore seems to target at a specific class of CG intermediate: the emerging 3D printing crowd. Making tubes is now extremely easy, extrude, brush tools, all very good to know about.A creative software's worth is subjective, esp for most of the world who live with exchange rate and insane sales taxes.ĭecisions decisions.priorities priorities. using subdivision to retopo a hires geo to mudbox or zbrush Here’s my Quickstart Notes with a lot of videos teaching how to get started quickly and my workflows.Ģ Topogun Paid Tutorials (Digital Tutors)ġ4. It’s by far the easiest program to teach. Getting started with Topogun is extremely Easy. Only 3hrs total to get your head around the program. Digital Tutors has 2 video tutorial sessions on Topogun. Topogun is fantastic program for retopologising 5 stars! It’s only $100 to buy and comes with a 30 day free license (no save function). ![]() Unless the character/object has a lot of fine detail, very small wrinkles/warts/fine bumps we usually try to get the character to look as good as possible in maya without needing to use displacement mapping techniques. Then you can model as per normal in Maya with it’s polygon modelling tools. If you put the hires model and key it’s visibility there’s a neat way of comparing your sculpted mesh with a subD smoothed mesh. Then we can compare the new topology to the original sculpt. Once the topology is done I teach students to use hires model, usually the decimated/optimised version of the highres sculpt as a template in maya. Then clean up the topology in Maya 2014 or Topogun. The most efficient method is to use automatic retopology tools found in Mudbox, ZBrush and 3d Coat. So we need to re do the mesh so that it works for animation. These are lovely to sculpt but terrible to rig and animate. There is just too much detail in million polygon meshes. Base meshes are extremely important for animation.
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