View Full Version : advice: zbrush v mudbox
Les_Last_Light
09-03-2008, 06:33 AM
hey I'm new here and fairly new to the world of 3d modelling/digital art.
Just wondering which out of the two is best to learn to use?
sorry if I posted it twice, thought I posted it but I couldn't see it anywhere.
cookepuss
09-03-2008, 08:01 AM
That's fine. I deleted the dupe post.
The choice between ZBrush and Mudbox comes down to preference and need. Not everybody likes the nontraditional workflow of ZBrush. Some people are more comfortable with a more traditional 3D app interface, as is found in Mudbox. More over, some people need an application that goes beyond mid-level detailing. Some people require the hyper-detailing power of ZBrush, as well as the texturing and ZSphere modeling tools.
Which program you choose depends on what you need and how you work. I really suggest that you get a demo of each and give `em a whirl.
Personally, I chose ZBrush. Although the GUI is a bit unconventional, I find that I can start a project there from scratch and finish it there straight through to the detailing and retopology. Also, ZBrush has a lot more training material both online and for sale, as well as a great online community.
Mudbox is pretty good, but ZBrush has a few years lead on it. That's just my $0.02 though.
i suggest mudbox for you.
since you are new to 3d the time to learn mudbox would be very little.
i personaly learned mudbox in couple days, where as i am still learning zbrush currently on the third year.
also since you are new, the hyper detailing in zbrush is absolutely pointless for you. you need to concentrate on the larger forms, shapes volumes etc and not get lost in lumpy details.
zeke3d
09-03-2008, 11:01 AM
I recommend Zbrush, its not so much what program you choose but what philosophies you adopt and use, MM is dropping some serious knowledge in his last sentence.
cookepuss
09-03-2008, 11:11 AM
MM is dropping some serious knowledge in his last sentence.
True. True.
That's actually one of the reasons why I like ZBrush. By starting from a zsphere skeleton and doing an adaptive skin on it, you can quickly flesh out that basic silhouette. Naturally, you'll have to retopologize later on down the line once you want to get something animatable, but it's totally worth it.
zeke3d
09-03-2008, 11:22 AM
also the new zbrush is slated to come out soon*, who knows what amazing things it will bring to the table.
*this statement cannot be taken seriously.
mudbox has smooth shading, zbrush doesnt and thats why i often see people subdividing their mesh a lot just to get rid of the ugly faceted shading. doing that they tend to sculpt on the high level creating a lumpy mass of uglyness.
i prefer to make clean separated base meshes in a 3d modeling application like maya and then do the sculpting in mudbox. this is just my workflow that works for me really well to get super clean sculpts.
i often see people trying to sculpt everything on one mesh in zbrush which sort of ends up looking like a mushy mud/clay (ironic isnt it).
Simbyotic
09-03-2008, 12:26 PM
off-topic: Im not much in the modeling terms so I prefer to ask that be in the "shadow"
What is retopology?
cookepuss
09-03-2008, 01:15 PM
Topology is the layout and organization of your polygons. Retopology or retopologizing has to do with the formation of a new polygon layout over a preexisting mesh. In the case of ZBrush, that means taking a fully formed sculpture and creating an organized polygon mesh after the fact. The advantage of this is that you can just sculpt where your creativity takes you and worry about creating an organized, balanced poly mesh later on. It's an extra step of work in some cases, but the results usually justify the effort.
As far as ZB 3.5 goes... Let's hope that Pixologic learned their lesson that that Q4 means Q4. I suspect that it'll be Q2 of 2009 though. They're not to great with deadlines.
Les_Last_Light
09-03-2008, 07:13 PM
thanks for the advice :thumb: , nice forum you got here. Hope to make use of it more.
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