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Blender Vs Zbrush Which one is better for sculpting?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in br
Regular Dakkanaut




Cananda




If you're a sculpter you should check out flipped normals stuff.

The video above gives a great breakdown of why Zbrush outshines blender as a sculpting powerhouse.






 
   
Made in nl
Did Fulgrim Just Behead Ferrus?





The Netherlands

Blender is free though...

Bits Blitz Designs - 3D printing a dark futuristic universe 
   
Made in us
Regular Dakkanaut




Cananda

 Malika2 wrote:
Blender is free though...


That's very true. Free does not mean a better program. Blender is a free animation/movie/media/sculpting software you can do a lot of stuff in blender Blender is better for sculpting. Just as Solid Works, and other CAD programs are better than Blender for modeling work. And Maya is better for animation.

I've used all of the programs myself and as a 3D modeler, I can assure you that Zbrush is a better sculpting program. It's not free but you also get what you pay for. What I find a little funny is that in addition to Zbrush, Pixologic the company that makes Zbrush, offers a free suite of Sculpting software that is also better than Blender for Sculpting.

Free does not mean better.





 
   
Made in us
Regular Dakkanaut





Aye, but free also means accessible.
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.
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. 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. zbrushcoremini was only released a few months ago, I'm not surprised people don't know about it.
Blender has been available since the early 00s. Granted, not the most user friendly until 2.8, but then zbrush 2021 still takes 3 steps to make a basic cube

Free-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. I used a cheapy bamboo and gimp for years to get enough paid gigs to afford regular photoshop and an intuos pro. 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 could never get the hang of sketchup.

And it depends on what a person is intending to make, be it a virtual or tangible, and the level of detail in final product.
A 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.
If someone is making low poly hardsurface assets, like copious counts-as weapons or boxy vehicles...why pay for premium software?
Plus you can always use both.
   
Made in dk
Regular Dakkanaut




Cananda

 PondaNagura wrote:
Aye, but free also means accessible.
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.
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. 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. zbrushcoremini was only released a few months ago, I'm not surprised people don't know about it.
Blender has been available since the early 00s. Granted, not the most user friendly until 2.8, but then zbrush 2021 still takes 3 steps to make a basic cube

Free-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. I used a cheapy bamboo and gimp for years to get enough paid gigs to afford regular photoshop and an intuos pro. 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 could never get the hang of sketchup.

And it depends on what a person is intending to make, be it virtual or tangible, and the level of detail in the final product.
A 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.
If someone is making low poly hard surface assets, like copious counts-as weapons or boxy vehicles...why pay for premium software?
Plus you can always use both.


The Idea that Zbrush takes three steps to make a basic cube is simply incorrect. If remember correctly it's one click on the side menu primitives then one click on edit mode. 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. 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. A great set of tools for 3D modeling miniatures. 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. I'm pretty sure I can create a sword in Zbrush in about 2 mins or less with reasonably complex topology.

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. Where people get stuck, I think is that they often start with blender, find the UI different and have difficulty changing habits. Zbrush just has a lot more additional UI elements that can be confusing if you don't know where to start.

One of the things I really enjoy about Zbrush and it's selection of brushes and its deformation tools. You can quickly mask an area in an orthographic view ensuring perfect symmetry, then extrude that via the 3D gizmo, which is similar to zbrushes scale options, but with greater functionality, easier to use, and honestly less janky software.

It also stands to reason that Zbrush is expensive, however, you can purchase a lifetime copy of the program so you don't need to shell out money every month. Or obtain copies through cd key distributors and 3D party sellers, and other less seemly methods, of the pegged leged, and swashbuckling variety.

One of the major troubles that blender has it creates bad pipeline habits or workflow habits, from what I've seen on the sculpting or finished product end. There is no need to do everything in low poly modeling anymore with modern technology. You can quickly and efficiently sculpt out complex pieces than either lower the geometry or create a topology shell quickly over that complicated piece when it's needed to merge it into a final product.

If your goal is to be a professional in your field, it's important to at least try the majority of the software in the 3D modeling industry to see what works best for you but I can say that I firmly believe and from what I've seen blender has some useful tools. But it will hold you back as a 3D modeler.

I think that it used to be true that Zbrush was less straightforward than blender, but that's no longer the case. Its not exactly plug and play like some programs like SketchUp, however, I firmly believe that Zbrush is the go-to program for the majority of professional and amateur sculptors.

I will say that if your goal is to animate zbrush is not the tool. But for modeling even a simple cube as you say it's honestly quicker, easier and better in most ways.

So I can certify as does flipped normals an industry award-winning giant, who both teaches blender and ZBrush courses, that blender is the very top of the 3D modeling software you can get.

I can not however refute your point and must concede blender is free which is a huge plus for an amateur. Even still if you can afford it Zbrush is a better program for 3D modeling that's rapidly expanding every year.

I would also like to concede that Blender on rare occasions will make leaps forward over other software because it's opensource, sometimes leaving other programs to scramble to keep up. There have been a few instances where this has happened with Zbrush.

This is however often quickly rectified by Pixlologic and new features often more robust than blender are added almost like as hold my beer moment from Pixologic the creators of Zbrush. In some cases, the clap back is a mortal kombat style fatality to the freeware program.

Like when blender came out with a cloth brush, Pixologic created an entire physics dynamic suite, that in itself crushed competitors who had programs that solely did similar things.

Oh and you have not tried blenders cloth brush, it's still pretty awesome. Nothing however beats marvelous designer for cloth physics to my knowledge, and it's still an industry standard. But both blender and Zbrush are catching up in their own right for cloth physics.
























This message was edited 2 times. Last update was at 2021/01/07 18:04:25


 
   
Made in us
Regular Dakkanaut





For hardsurface zmodller cubes?
Click tool>select cube 3d>click and drag>edit>make polymesh (so you can actually do something practical with it)> ZRemesh if you want something that doesn't have sphere-like polar topology for using the zmodeller;
But then it's faster to Polymesh star thing>click and drag>edit>initialize (adjust xyz parameters)> qcube
edit: oh, and you have to double check the orientation, because you're probably upside down.
In blender you just open the program (or shift+A and drop down menu whatever primitive).
Unless I'm using zspheres at this point I just created a qcube file that I click on every time to startup.

Also in blender if I want to gizmo particular faces, I don't have to hover over the specific option each time of point/edge/face, hold space bar, change to mask, click on stuff, then invert selection before using gizmo; for blender I tap 1/2/3 to jump between options, click whichever transform hotkey, maybe adjust origin point position and go.
The only way I know to speed this up this so far is to make some custom zmodeller brush setup aside from the default specifically for masking, still have to invert something, which isn't bad, but kind of clunky to transform things comparatively; particularly for low poly base meshes. Don't get me started on beveling without masks.
Some program defaults are faster than others at specific things.
More likely I'll probably use blender make a bunch of low poly obj, then throw it into zbrush for higher res sculpting or as IMM parts. Not everything mind you, I agree some things are faster to sculpt organic then remesh/retopologize to lower res.

Zbrush UX can be overwhelming. They start off with almost everything available, and clicking on the screen results in 2.5d squares getting smeared on the canvas, which have a use but not sculpting...unlike sculptris where boom, sphere, have fun.
Exploring some deformer cones felt like trying to figure out how to use the three seashells from Demolition Man.
Though I will say some array modifiers in blender can be just as daunting.
I can see why some people get turned off by zbrush, it's very different from other sculpting/modeling, you have to watch more than a few tutorials for it. But it certainly has its pros in all the features and brush options; like there's waaay more in the brush folders than presented in the default brushes. And people can customize brushes and menus for quicker access in projects without plugins.

I was saving for a lifetime copy, but adult responsibilities kept coming up where I couldn't just drop 900 bucks all at once. I'm glad they have that 6 month option now, which is more considerable time to feel the program out than a 30 day trial. But good to know about the 3rd party seller option, thanks!

Haven't used marvelous, but have seem some impressive stuff on artstation.
I'm not dismissing zbrush out of hand. I paid for it, I'm getting used to it and am enjoying exploring its many features, I've already built a parts library of modular limbs and bodies in under a month; but I'm not pretending that professionally-desirable sculpts can't be done using free software. Other than mudbox, geargutz pulling almost 4k a month with free software, as the subject matter doesn't suffer from lower definition files. To each their own.

This message was edited 1 time. Last update was at 2021/01/08 18:34:03


 
   
Made in de
Regular Dakkanaut




Berlin

The important thing is that you understand how the software works and that you are comfortable with it.
There are people who are fantastic miniature painters that use only a single brush and a handful of colours and others that get the same great results by using many brushes and a full range of colours. Both will not change to the way the other works, because they are used to it.
But if you start anew you can look which way/method/app feels best for you and try it out.
Once you are familiar with the app, you do not think about how complex it is to create a cube, you just do it. You will only realise that it could be done different, if you switch to something different and even then you might find the method somebody else calls simpler more convoluted or less straight forward.
I used both and I find both "weird" because I use normally Cinema 4D, just like an Android user finds iOS weird and vice versa.
Just try to do a simple project with both apps and choose the one you're more comfortable with - regardless of what other people say.
   
 
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