![]() ![]() ZBrush’s map baking is better than mud I think, but the baked map is only suited to the smoothed model which I don’t prefer to use, And I just don’t under stand why it read UV in a reversed way compare to other softwares, But it’s not a big pain anyway, Zbrush’s masking system is also cool, the ways to create alpha, Cruve tools, pen tool, and other awesome brushes keeps me stick my sculping work with it, I like painting textures in Mari because it’s painting system is way more advanced than both Z and Mud, Zbrush can support more poly accounts, which is nice, Zbrush have more advanced materials, Zbrush have a lot of cool functions that can maker our work more quicker,Like zremesher, Surface noise, noise plug-in, Dynamesh, Poly group system, shadow box… So many cool stuff that I really need to use, and mudbox just don’t have them, ZBrush is not the easy software before, it’s evolved into a complex software, certainly scared some new guys away, mudbox is a 1 day to learn software, which is also cool, I use both of them, But I use Zbrush and mari more than mudbox for sure. ![]() Yeah, I bring Both Z and Mud in my working pipeline for about 3 years I believe, ZBrush have the most advanced sculpting methods and handy tools which are far more complex than Mudbox, Mudbox’s menu arrangement and navigating system is far more handy and reasonable than ZBrush’s which is totally a mess to begainers I have to say, I believe this is why begainers prefer Mudbox I think, Zbrush caculate model in a different way, if you bring a model and subdivide it and you go back to level one, this level 1 model is not the same as the original one, it’s smoother, which sometimes I don’t what becasue the original is actually way better to indicate the shape I really want, Mudbox don’t have this problem. Polygroups and SubTools to help keep sculpt organized. Both have their advantages and their disadvantages, and I. Continuing with the theme of sculpting applications that I’ve been doing lately, I would like to talk with you guys about the two big names in 3D sculpting right now: Pixelogic’s Zbrush and Autodek’s Mudbox. The ability to record tutorials within ZBrush to help train other artists. 04/24/15 Posted by Posted in Digital Creativity. Quick renders and turntables for sign-off purposes with Art Director. Retoplogy Tools for quickly constructing a new game mesh based on the sculpt. Our medical animators have expertise in Autodesk Maya, as well as digital sculpting software such as Mudbox or Zbrush. 14 years experience between VFX and Video Games. Start with ZSpheres to quickly mock-in designs for quick iterations on sculpts rather than having to work in a 3D App first to import a base mesh extensive experienced as Character, Texture and Blendshape Artist. This is very useful for normal map blending in your game shader.ĭropping to 2.5D mode in order to create tiling sculpts that can either be used as Normal Maps or Stencils inside of Zbrush. ![]() The ability to transpose your model in order to create multiple versions of your sculpt to achieve different appearances of clothing folds. Here are my ten reasons why Zbrush is better than Mudbox for Video Game Artists. ![]()
0 Comments
Leave a Reply. |