You need to invest in an external renderer such as Marmoset Toolbag or Luxion Keyshot for better renderings.įinally, a lot of functions yield more or less comparable results, such as ZBrush Decimation Master vs. I have never gotten used to the quirky ZBrush curve system, and I'm also not a fan of ZModeler, compared to good old-fashioned polygon modeling in Blender.īlender's renderers (Cycles and Eevee) are also much better than the ZBrush BPR Renderer, which is an odd beast, based on trickery (no real reflections, for example). Having said all this, Blender also has great tricks up its sleeve, such as the 2D Falloff function in Sculpt Mode, enabling you to manipulate areas with an infinite influence in the depth axis.īlender also has the advantage of a full traditional polygon and curve modeling toolset. The result is much better suitable for UV mapping, rigging, rendering and manipulation in general. With one click, ZRemesher allows you to convert a mesh with messy topology to a neatly arranged structure of quadrangular polygons, following the mesh flow. Both dynamically generate geometry while you sculpt, which is great for freeform concepting.īut in my humble opinion the star of the ZBrush show is ZRemesher, the industry's best quad-poly auto-retopologizer (with an honorable mention for the current runner-up: 3D-Coat's Autopo). Sculptris Pro generally performs better than Blender's comparable Dyntopo. Then you can manipulate those, such as smoothing Polygroup borders using Polish By Groups. Polygroups are very convenient too, enabling you to assign unique, color-coded IDs to polygon areas. There are Blender alternatives, such as the Carver add-on that is included with Blender (it needs to be activated in the Preferences), but it lacks the convenience of the ZBrush Slice, Clip and Trim brushes. The auto smoothing functions such as Deformation ➔ Polish are also very useful in ZBrush, quickly equalizing rough surface areas.įurthermore, I couldn't live without the Slice, Clip and Trim brushes, for fast cutting and flattening. I will not cover that separately developed Blender branch in this article, but I can recommend checking it out if you're looking for some more ZBrush-esque sculpting functions in Blender. Then there's Dynamesh, auto-retopologizing your model on the fly with a generic, equalized quad-polygon structure, using an algorithm that's generally better than the open source OpenVDB algorithms that are currently implemented in Blender's Sculpt Mode Features branch. This is essential for working with branched shapes like fingers etc., without the need to fiddle with masking. Secondly, the current main branch of Blender 2.8 misses some essential ZBrush functions, such as topological brushing (influence based on geometry distance in stead of straightforward distance). It's the fluid flow of the brushes that has an advantage over Blender's slightly more rigid algorithms. You'd have to try it to really know what I mean. First of all, ZBrush brushing / sculpting feels more natural than Blender's Sculpt Mode.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |