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Alright guys, finally getting into the sculpting side of things, decided blender was a fine way to start since zbrush's ui makes me instantly want to sleep for 12 hours. Did i make the right decision?
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if you like it and it does everything you want then go for it.

id say the key advantage zbrush has is performance and obviously its a better sculpting tool. much like how photoshop is better than gimp.
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zbrush ui is weird but it makes sense once you start using it a lot; it focusses more on quick access than windows familiarity. You'll need all the shortcuts you can get once you're sculpting super high detail characters.
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Zacharias Reinhardt has great tutorials about sculpting in Blender...
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>>638632
Zbrush UI is weird and some workflows are horrible but sculpting seems more organic and you'll get better results, blender is easier but it has worse tools.
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>>638632
I've seen interviews with recruiters and creative heads, and at the end of the day what counts is your final result. If your product is great, nobody gives a flying fuck what you used to achieve it. However, there is a strong preference for zBrush in on-site production, because it simply is the best sculpting program by far. If you're a hobbyist or freelancer, nobody cares.
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If you can work with zbrush, what's the point to work with blender? It's simple make no sence.
Other words: Yeah, scip blender and use zbrush.
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>>638632
>blender
yeah, it's good
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>>638661
>If your product is great, nobody gives a flying fuck what you used to achieve it.

Unless your work is part of a pipeline then it has to conform to the software they use. If you're sitting in your moms basement doing piece work modelling then maybe they don't care. If you're actually working as part of a team in a studio you damned well better believe they care what you use.
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>>638661
Zbrush is not just sculpting tho.
It is also great modeling tool in general, irganic and hard surface.
Also it is great for concepting. Because its tools give you very, very fast ways to realise what is in your head.
Booleans and projevt primitive(whole library of deformers. And IMM, curve brushes, zmodeler(which is really gread box modelling tool) etc.. make it the best modelling soft.
Many, many artists are switching to zbrush for full modelling nowdays
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>>640695
>Many, many artists are switching to zbrush for full modelling nowdays
[citation needed]
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With sculpting, isn't learning UI a very minor thing?

All the same principles from regular clay sculpting should translate over to digital sculpting. So if you learn in Blender, transitioning to ZBrush should just be a matter of learning the UI.

Also doesn't ZBrush Core have a cleaner UI?
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>>640754
>So if you learn in Blender, transitioning to ZBrush should just be a matter of learning the UI.
That is correct. But if the destination is the same, why would you pick the slower and more primitive route?
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>>640756
Because Blender is free, has amazing utility and my 3D is for indie games?
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>>640695
you are a shit modeler if you use zbrush for modeling.
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>>638640
Zacharias has nothing great ever and is overall a terrible sculptor
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>>638632
as an amateur sculptor, what i miss most about the zbrush demo are the automatic smoothing functions: Clay Polish, Dynamesh Polish, Deformation Polish, Polish by Features, Polish by Groups, etc. they're great time savers, as well as creative tools

is there anything remotely similar for Blender?
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>>638632
No
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>>640758
zbrush is also free.
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>>641413
No it isn't.
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>>638632

OP if you cannot handle Zbrush UI you don't have the IQ necessary to do Character art.

There is a certain IQ you need to be above to actually get good at character art. Some people are just born stupid.

Maybe try weapons modelling or something, you don't need that much intelligence to model weapons.
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>>638632
Blender is free and you can look for some plugins to help with some of the crappier features.
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>>638632
You just dun goofed. It's not too late, though, to fix the mistake.
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>>641434
Then how was mine free?
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>>641450
You sculpted it from scratch?
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>>641413
can you reinstall the 45 days demo after it has expired?
how is a third world student supposed to pay $400 usd for zbrush?
keep in mind that i'd rather not install a shady version with a crypto miner rootkit virus
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>>641455
pell or sub loans
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>>641455
ZBrush is cracked in 63 bytes difference, there isn't much room for malware
And reinstalling a demo is a breach of contract as well
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>>638632
>Did i make the right decision?

Not if you want an industry job.
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>>642504
one can't know that for sure, because it would require having access to a legit full installer. Nor xforce or anyone else has cared for cracking the demo version

all we have are shady executables from untrustworthy sources
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>>638632

man, the mesh after sculpting in blender is a mess and you need to retopologize the whole thing by hand.

zbrush do this automaticaly, with a perfect mesh as result.

that is the only downside of blender, if you could automaticaly retopoligize a mesh as perfect as zbrush does, i would drop zbrush and never look back
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>>642612
They'd just have to implement Instant Meshes algorithm but instead of workflow improvements they spend their time implementing a meme viewport
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>>642615
It's what the userbase wants.
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>>642612

"with a perfect mesh as result"

Not if you want to animate it.
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>>642612
how about instant meshes? it's open source and supposedly the same algorithm used in modo
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>>642615
>>642636
sorry, didn't notice your post
anyway, exporting-remeshing-importing is still a viable workflow
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>>642636
used it once, the result wasn't good enough

>>642632
near perfect for animating compared to a blender sculpted mesh
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>>642660
>near perfect for animating compared to a blender sculpted mesh
*Any* sculpted mesh is inappropriate for animation. And the result of Instant Meshes algorithm is not the panacea, either. It's pretty good for static objects, though.
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Isn't SculptrisPro + DecimationMaster the preferred workflow in zbrush 2018?

That would be equivalent to Dynotopo + Decimate modifier in Blender

Is there any advantage in retopologizing for organic surface sculpting?
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>>642671
Depends on whether you export to games or render as such I guess.
Topology affects shading and true normals, and at low-ish texel density topology also affects texture aliasing especially for straight lines (although you don't really have those in organic so it's a moot point I guess)
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>>638632
zbrush gui is very intimidating. Coming from a blender and mudbox background I learned it in a couple of weeks just by following their youtube stuff and the gnomon Introduction to Zbrush 4R8. It's industry standard and so ridiculously powerful compared to the opposition when you get to really high vert ranges, you'd be a fool to not learn it if you intend to have an industry job one day. So just get a crack at it and expect it to take a little while. You'll be much happier once you're "in" it.
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>>642671
yeah if you ever want to animate it. good topology is very important in anything that's not static.
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Zbrush's UI is the way it is because originally the program wasn't meant for sculpting at all but creating composite and 2.5D paintings. Over the years the program evolved into what it is today but the interface hasn't changed to reflect that. People have gotten so used to the 'weirdness' that there is little sense in changing it I guess. If you're pulling your hair out don't feel bad, because it's not intuitive for sculpting in the slightest. Over time you'll just have to give up trying to make sense of it and just accept the way it is like the rest of us.
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>>642677
>>642975
newfag here, trying to undestand the basics
so sculpting is just good for static models?
can't I use what I sculpted to create scenes or a little animation?
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>>644035
You need to retopologize the sculpt to it has a topology which is proper for animation. To retain the detail, you bake displacement/bump maps from the sculpt and apply them to the retopologized mesh at render time. This way you have an animatable, rich-looking model.
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>>644036
ok, thanks
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>>640695
>Booleans and projevt primitive(whole library of deformers. And IMM, curve brushes, zmodeler(which is really gread box modelling tool) etc.. make it the best modelling soft.
Many, many artists are switching to zbrush for full modelling nowdays

Seriously. No. Thats retarded af to say. Even Blendlets have an easier time actually modeling from scratch.
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>>638632
>Did i make the right decision?
All the concepts are transferable, the only shit part is you need to do an assload of fiddling with settings to get blender to do a good job (at anything).
However this is honestly true for literally every software, otherwise you end up with that "default user settings" look you see all over artstation





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