
- #EXTRUDING A MASK IN ZBRUSH 4 FULL#
- #EXTRUDING A MASK IN ZBRUSH 4 PRO#
- #EXTRUDING A MASK IN ZBRUSH 4 SOFTWARE#
#EXTRUDING A MASK IN ZBRUSH 4 SOFTWARE#
So you need something to do that, either pen+paper+scanner, or Photoshop/Sketching software and a tablet, wire and clay, whatever. The regular workflow is to design your character first, don't forget that. If you produce your HD model and have a need to get that optimized for video games or animations, TopoGun lets you redraw over your HD model, a lower resolution version.Īnd then Blender for all your rigging, animation, dynamics and rendering needs
#EXTRUDING A MASK IN ZBRUSH 4 PRO#
Sktechbook Pro for 2D conceptualization/exploration, then Maya/3DS Max for basic/final mesh creation, then Mudbox for map painting, then again Maya or 3DS Max for rigging, animation and rendering.) Mudbox is great, though not as extensive as ZBrush, and it's more like a link in a chain of Autodesk products for production (i.e.

because ZBrush offers within the same package, tools that let you conceptualize your ideas in many different workflows (2.5D painting, 2D painting, concept/production sculpting, texture map creation, etc.)

Instead of decimation master, I'd use TopoGun to produce lower poly the end, both Mudbox and ZBrush have template meshes that you could tweak to death if you wanted to (getting rid of a 3D package for basic mesh creation.) If you don't want expensive 3D packages, I'd go with ZBrush+TopoGun+Blender. Again, ZBrush is more focused towards modeling HD meshes, 2.5D illustration and character/props conceptualization. You can completely get rid of a modeling app to create a basic mesh, but you will need something like Maya or 3DS Max if you are gonna do animation. but it can also be used as a Mudbox replacement, which in my opinion, would be a waste of ZBrush resources, since it's a very powerful app. ZBrush is a great app if you are gonna use it for high resolution conceptual designs that might become usable 3D models. Instead of decimation master, I'd use TopoGun to produce lower poly models. There are two workflows for this:ġ) Create a very basic, rough shape in Maya, export it to Mudbox and create an HD version of your final model, export it to an app like TopoGun, retopo, get model again in Mudbox, paint, export to Maya.Ģ) Create most of your model in Maya and use Mudbox to create your maps to add further deatil to your Maya model Like a comrade said before, if you use Maya as your main modeling/animation app, and you just want to use a tool for normal map creation, bump map, diffuse and AO map painting/creation, then Mudbox is for you. 3D Coat can't do this because it isn't a subdivision based modeler. Whereas both ZBrush and Mudbox will automatically drop to a lower subdivision when rotating around your model. WYSIWYG and a silky smooth process throughout.ģD Coat can also do high poly sculpting too, but it can start to struggle with high poly models as it has no ability to drop down to a lower detail level when things get a little slow.

If just detailing then with 3D Coat you don't need divide your model into millions of polygons, instead you can paint directly into the normal maps. But it's very expensive for just a detailing app.ĭepending on what you're doing, 3D Coat can be a good option for detailing.
#EXTRUDING A MASK IN ZBRUSH 4 FULL#
Mudbox takes full advantage of 3D video cards which results in smoother camera movement at high detail levels. This really starts to grind after a while. So when memory starts to get low then ZBrush will start dumping stuff onto your hard drive which often results in a slight pause. It uses a software renderer and is only 32 bit. When working with complex models ZBrush can get a little bogged down.
