![]() Where people get stuck, I think is that they often start with blender, find the UI different and have difficulty changing habits. It's a pure misnomer that Zbrush's UI is more complicated and less intuitive, you can learn the basic features of both programs in roughly the same amount of time. I'm pretty sure I can create a sword in Zbrush in about 2 mins or less with reasonably complex topology. It's almost like a hot knife through butter in how quickly you can take simple shapes, combine them and manipulate them in zbrush to create complex objects quickly. A great set of tools for 3D modeling miniatures. And that not even including the deformation suite that Zbrush has where you can actively deform 3D models easily, such as bending, resizing, twisting, tapering, inflating etc. Zbrush comes with a brush called Zmoddler that once a primitive is loaded from the side menu can be extruded and manipulated in less time, with less complexity, with greater speed than Blenders modeling suite, and has staggering additions on top of blender that can be easily accessed by pressing the space bar that put blenders modeling software to shame. If remember correctly it's one click on the side menu primitives then one click on edit mode. The Idea that Zbrush takes three steps to make a basic cube is simply incorrect. If someone is making low poly hard surface assets, like copious counts-as weapons or boxy vehicles.why pay for premium software? PondaNagura wrote: Aye, but free also means accessible.Īnd it depends on what a person is intending to make, be it virtual or tangible, and the level of detail in the final product. If someone is making low poly hardsurface assets, like copious counts-as weapons or boxy vehicles.why pay for premium software? ![]() I could never get the hang of sketchup.Īnd it depends on what a person is intending to make, be it a virtual or tangible, and the level of detail in final product.Ī high detail character sculpt for resin printing can be done in blender (or sculptris), it will likely take more time and extra steps to get the same results as zbrush, but it can be done more leisurely than rushing to make every dollar count on time. I only recently have been able to get zbrush with their 6month plan (a dollar day, not bad), prior to that I was content using a combination of sculptris and blender. I used a cheapy bamboo and gimp for years to get enough paid gigs to afford regular photoshop and an intuos pro. Granted, not the most user friendly until 2.8, but then zbrush 2021 still takes 3 steps to make a basic cubeįree-ware also lets some form of work be done, and can be a handy stepping stone to build up to being able to afford premium tools. zbrushcoremini was only released a few months ago, I'm not surprised people don't know about it.īlender has been available since the early 00s. Now many of the bigger companies have come around to released free-ish versions of their software, but that's only been the case in the last few years. Not every creator/hobbyist has spare 30-50usd/month to throw at industry-standard software subscriptions, they'll only get to use in their side time. Blender, Poser, etc.I agree if one has the financial resources, zbrush features are worth the money for making complicated quality sculpts, once you get over the initial UX hurdles. And once the shirt fits, it should be no problem importing it into another modeler. You'll have to render with another software, but you'll gain a lot more room for detail. You can go straight to paint, or you could delete the basemesh, and paint the extract seperately. Of course you can continue modeling on either mesh. Finaly hide your basemesh, and use Grab and Inflate to fix he poke-throughs. Then use Scale and Grab to get it mostly into place. Then just import your extract, checking "Facing camera" so there's no need to rotate. ![]() But always press Z after moving and while your basemesh is facing mostly forward, to reset to Front view. You may want to move and scale your basemesh before you import your extract, after a few tries you'll understand. Back in Sculptris, start by opening or importing your basemesh. Meshmixer chooses the smaller area but if thats what you want to keep you need to invert. Then choose Modify selection - invert if needed. Then choose Deformations - smooth boundary. If you select too much you can (shft)+click to deselect. In Select mode select the area you want to extract. Export your basemesh from sculptris, you need not go into paint or be uv-mapped.
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