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2023-11: Warosu is now out of extended maintenance.

/3/ - 3DCG


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633469 No.633469 [Reply] [Original]

Is blender unironically the best sculpting software behind Zbrush?

>> No.633471

Nah, but nowhere near as bad as people say.

>> No.633489

>>633469
The two problems blender sculpting has is:
1) Bad default settings and tools, you have to setup your own brushes, change default settings, etc
and
2) It can't handle millions of polys

>> No.633490

>>633489
you have any suggestions for the brush set ups.

>> No.633509

No, 3DCoat comes directly after Zbrush. Sometimes it's even better.

>> No.633525

>>633471
People say its bad? Its fucking great

>> No.633526

People cry from joy when talking about dynamic topology/tesellation in Zbrush and Mudbox but blender had it 5 years ago.

>> No.633528

>>633526
If you really wanna go all in you could also say it's been around almost a decade if you used Sculptris in 2009 (which the Zbrush guys bought to assimilate the code into Zbrush and also to eliminate (free) competition)

>> No.633529

>>633525
I really love Blender for what it is but the sculpting functionality of it is almost disgusting at times. I still use Sculptris for early stages because literally nothing is as fast and smooth in that stage.

>> No.633530

>>633526
Yeah, too bad you couldn't do high-poly sculpting on Blender, though.

(Well, technically, you could, but it came with a big label warning people with heart disease against using it.)

>> No.633546

>>633529
>I really love Blender for what it is but the sculpting functionality of it is almost disgusting at times
There is literally nothing wrong with sculpting in blender

>> No.633547

>>633546
My contact at Pixologic begs to differ.

>> No.633548

>>633547
Its not like anyone here can sculpt anything that REQUIRES and just NEEDS Zbrush.

>> No.633566

>>633525
If you're using the default settings it is very lacking. You might want to opt for an addon in order to get good results.

>> No.633576

>>633547
>my contact at [this company] doesn't like [their competitor]'s product
Wow, what a shocker.
Not saying that you're wrong, but there's immediate bias when you put it like that.

>> No.633636 [DELETED] 
File: 25 KB, 707x259, CURVES.png [View same] [iqdb] [saucenao] [google]
633636

>>633490
I don't like the curves that they use as default in sculptdraw, I use these 2 instead usually, and the curve in the crease, in the layer brush the maximun height value should be 0.1, the spacing in the clay strip brush is to hight, it happens in most of the brushes too, should be betwen 5 and 2.
ALSO the mask extract is mandatory as addon, should be integrated in the mask options, is part of the Sculpt Tools UI, and the linear deformer, the draw extrude from Mira tools and the draw clones from Mifth tools, trim curve, bsurfaces and the texture library addon
I also like the ORB's Sculpt Brushes

>> No.633639 [DELETED] 
File: 25 KB, 707x259, CURVES.png [View same] [iqdb] [saucenao] [google]
633639

>>633490
I don't like the curves that they use as default in sculptdraw, I use these 2 instead usually, and that curve in the crease, in the layer brush the maximun height value should be 0.1, the spacing in the clay strip brush is to hight, it happens in most of the brushes too, should be betwen 5 and 2.
ALSO the mask extract is mandatory as addon, should be integrated in the mask options, is part of the Sculpt Tools UI, and the linear deformer, the draw extrude from Mira tools and the draw clones from Mifth tools, trim curve, tissue, bsurfaces and the texture library addon
I also like the ORB's Sculpt Brushes

>> No.633640

>>633548
speak for yourself.
If you have an older CPU, Z-Brush's superiority in terms of dealing whit lots of polys can make or break a project.

>> No.633642
File: 25 KB, 707x259, CURVES.png [View same] [iqdb] [saucenao] [google]
633642

>>633490
I don't like the curves that they use as default in sculptdraw, I use these 2 instead usually, and that curve in the crease, in the layer brush the maximun height value should be 0.1, the spacing in the clay strip brush is to hight, it happens in most of the brushes too, should be betwen 5 and 2.
ALSO the mask extract is mandatory as addon, should be integrated in the mask options, is part of the Sculpt Tools UI, and the linear deformer, the draw extrude from Mira tools and the draw clones from Mifth tools, trim curve, tissue, bsurfaces, carve and the texture library addon
I also like the ORB's Sculpt Brushes

>> No.633651

>>633640
You could buy a new great-tier CPU for 700$ instead of buing ShitBrush.

>> No.633664

>>633651
But think of all the CPUs you can buy after you get ZBrush, become good at it, and start getting the hot chicks and the monies (especially if you pimp out the hot chicks).

>> No.633670

>>633651
I hope you are joking. If not, pls die from anal cancer.

>> No.633709

>>633651
Who says i bought Z-brush?

>> No.633711
File: 143 KB, 1024x415, lsdgfsd.jpg [View same] [iqdb] [saucenao] [google]
633711

>>633709
Same reason why that "Blender is free" argument is never working and means nothing: Maya, Max, Modo, .... all are free, you just have to take them.
Pic related, the software i "own".

>> No.633720

>>633490
Yeah but I'm lazy and everything I did came from tutorials. Examples include: a "polish" brush (custom smooth brush) that minimizes changes to topology, "trim" brush

https://www.youtube.com/watch?v=YKPrGh1HTog

Even though this guy sounds like a nazi elmer fud, he's a top shelf sculptor and his paid series (which you can steal from cgpeers) is really good:
https://www.youtube.com/watch?v=fw32i2dBfEo

>> No.633733

Most artists aren't technically minded, they want things to just work out of the box and if they have to take extra time or effort to initially set things up, it's a big turn off (even if they only have to configure it once).
Not saying that's a fault, it's pretty practical, but it's why there's a lot of really uninformed opinions on Blender; people just don't take the time to go through the documentation or tutorials to learn how to set things up.
I mean hell, look at all the screenshots of the default Blender theme with a global illumination setting of Grey and a value of 1.0

>> No.633735

>>633711
I wish I wasn't such a brainlet so I could pirate all the cool stuff ;_;

>> No.633737

>>633711
>i enjoy not giving a single penny for the hard work the developers do for me to use their software

>> No.633754

>>633737
Don't worry, with that much software he probably doesn't use the majority of them to any relevant degree.

>> No.633755

>>633737
Autodesk doesn't deserve the money for what they're asking people to pay for. Ditto Adobe.

>> No.633759

>>633737
I don't enjoy it, i would enjoy being able to afford all of it (together with coke, hookers and a nice yacht).
The sad truth is, i don't.
But i also don't earn a single dime with it, so it doesn't really feel bad.
>>633754
You are right, but once you start a serious collection, the tendency is to push it as far as you can.

>> No.633890

>>633469
bills?

>> No.633961

Blenders sculpting is catching up with zbrush at an astonishing rate. It'll probably be BETTER than zbrush by the end of next year. And pixologic knows this, which is why they're adding in all sorts of gimmicks, gave a new naming convention ("zbrush 2018" lol) and are constantly offering discounts. Zbrush is dead software walking.

>> No.633994
File: 288 KB, 1143x1700, ohnonono.jpg [View same] [iqdb] [saucenao] [google]
633994

>>633961
Oh the delusions...

>> No.634002

>>633711
installing mari is worse than deciphring the davinci code, still to this day i couldnt install it. hope future realeses make it easier to install. vegas 14 was a piece of cake compared to previous versions

>> No.634014

>>633961
no it wont. blender will be lucky to get a working version of 2.8 out this year.

>> No.634022

>>633755
Couldn't agree more.

>> No.634024

>>633994
Seriously, what makes some Blender users be that deluded?

>> No.634043

>>633961
t. someone who has never used zbrush

>> No.634092

Can i get a honest answer on the possibilities of sculpting in Blender? Half of the answers its is bad another half its is good

>> No.634094

Zbrush>Blender>>>>>>The Rest

Blender has like a billion less features than Zbrush but lets be honest nobody uses them.

>> No.634096

>>634094
blender is multipurpose for a lot of things
zbrush is for modeling with brushes (sculpting)

>> No.634097

>>634096
This, the best feature about Sculpting with blender is when i want to add an object to my sculpture i just exit from sculpt mode into object/edit mode and do my thing, then go back to sculpting, with Zbrush you have to either easiest way start from a sphere or use Zspheres because the Zmodeler is actually cancer to use but you will probably want to kys yourself when trying to get a shapes object with the Move and Move topology brushes, then you have to merge them from the subtools. Its a pain honestly

>> No.634099

>>633489
>it can't handle millions

You should be remeshing, decimating or flood filling before that happens

>bad default setting tools

I've been getting by on the default scrape, crease, pinch, clay just fine? Any examples?

>> No.634101

>>633489
>It can't handle millions of polys
But it can.

>> No.634102

>>634101
See:
>>633836

>> No.634105

>>634102
That only occurs in Edit Mode, you ain't using Edit mode when sculpting buddy.

>> No.634119

>>633469

Blender freezes for three full seconds when I press undo in sculpt mode on a model that has 1,000,000 tris. Is this normal or acceptable? It makes it very cumbersome to use.

>> No.634134

>>634119
>Is this normal
It is, for Blender.

>or acceptable?
It is, for die-hard Blender users.

Step outside the Blender bubble, though, and you'll quickly find that it is neither of both.

>> No.634136

>>634134

That's disappointing. I don't mind the general UI and I find I can easily create any shape I want after going through a few tutorials, but making anything with high detail seems painful.

>> No.634144

>>634136
It's fine for designing a base mesh, but once you go high-poly with it in, say, ZBrush, you'll have trouble bringing it back into Blender. That's where you'll find the need to use a different program, unless you can get away with a high reduction in polycount and normal/displacement maps.

>> No.634146

>>634144

So is it because some hard limitation, or just a lack of software optimization?

>> No.634148

>>634146
I'd say it's the latter, since the devs have already made some performance improvements in 2.8. It's not 100% there yet, though.

>> No.634166

>>634148

>Being this deluded
Hahahahahahahaha, muh 2.8, lmao

Anyway you fags should give Zbrush a shot and see what you're missing. 3-5 million is typical for a character body mesh and you can push it over 20m with a single tool. If you split your sculpt into multiple parts you can do 100m+. There is no performance hit for ordinary sculpting or undo at high subdivision levels.

>> No.634173

>>634166
What in my post signals delusion?

>> No.634174

>>634166
>Anyway you fags should give Zbrush a shot
The only thing worth shooting is the guy who made the UI of Zbrush

>> No.634284

>>633711
Ok sir, I am going to ask you to hand over where you got speedtree, world machine, and Terra gen.

>> No.637172

>>633526
really ?
I mean the dynotopo algorithm is as straight forward as it can be

>> No.637173

>>633546
There are sooooo many features that are missing WTF

>> No.637174
File: 39 KB, 1086x736, baiting_godzilla.jpg [View same] [iqdb] [saucenao] [google]
637174

>>633961

>> No.637177

>>633469
1:zbrush/3dcoat
2:blender
3:sculptris (RIP)


Personally I choose to sculpt exclusively with 3d coat, but if I didn't have that, I would be using blender.