3d coat vs zbrush

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Of course, you ought to download the trials of both, and make up your own mind. I'm giving 3DCoat a try. Zbrush, unfortunately, doesn’t have a demo unless they added on recently. The workflow of digital sculpting feels very much like traditional sculpting, adding daubs of digital clay and dynamically shaping them into a sculpture, while polygon subdivision modeling requires careful construction and adjustment of a quadrangular polygon cage in order to successfully subdivide it to a smooth result.

The tools that are much in better in 3d coat are: topology and voxels.

Find out what other deviants think - about anything at all. They just added PBR texturing to 3D-Coat that uses some procedural methods which is fun.

After speed-sculpting the above-pictured happy dog I decided to do a little test to get an impression which auto-retopology tool yields the most satisfactory out-of-the-box result, 3D-Coat's Autopo or ZBrush's ZRemesher.

You can like my blog posts or leave a comment at Artstation. Both auto-retopology tools offer a number of powerful options to influence the result, such as polygon density painting and placement of curves to guide the topology flow. I'm going to chime in a bit -- doing UV mapping in 3D Coat is a dream. 2 — Autopo's Required Polygon Count was doubled from 5000 to 10000, because that made the resulting polygon amount comparable to a ZRemesher Target Polygon Count value of 5, which should equal 5000 polygons, but the resulting amount of polygons still deviated somewhat from that number. To emphasize the difference between the initial and the final model, here's an impression of the rough Blender Dyntopo speed-sculpture next to the 3D-Coat auto-retopologized, subdivided and smooth-shaded model. Aside from being able to vertex paint on multires, it’s really no better.

There's a story to this, and I'm going to share it below; for those who want the tl:dr version, I can't get paid for my time there due to recent policies and I've moved to ShareCG. oXYnary.

I think it will become clear why I think owning both is a good idea. Sell custom creations to people who love your style. • I've found that a mesh with triangular polygons often works better as input for auto-retopology than a quad-based mesh. A smooth polygon flow is usually realized by constructing rows and columns (rings and loops) of quadrangular polygons that fluidly follow the flow of the 3D shapes (convex and concave areas, creases and other surface features). No alpha. General handling of brushes is a bit more straightforward and doesn't require you to squint at a "depth" modifier that screws up your concept of displacement (that always drives me crazy in 3dCoat). My main is almost never online and I've never had an issue with 3d Coat because of it. janpec, May 14, 2011 #7. grfxman. Oh, but thanks anyway. I don’t have much personal experience with 3DCoat myself (I went with the zbrush/substance painter combo), but it seems better suited to what you want. • It's also worth noting that this test features a regular, organic 3D model with a smooth curvature. You can even apply the famous Photoshop blending modes to your 3D objects in Mudbox. Ok, what I want from them is a complement to blender for a game asset workflow. I have had good luck with the autopo function which automatically re-topologies the mesh and bakes the base textures for you (AO, depth, etc). It's called Instant Meshes, and deserves an honourable mention. For example, the dog's nose in the Autopo result has more polygon density than the ZRemesher versions. Zbrush alone will not handle painting much better than Blender does. who worked for a long time in the game industry prefers 3dCoat over Zbrush. Anyway, I´be been on the project for a while now and am very happy with the Blender + Shrink Wrap way. I thinking of buying zBrush or 3d Coat, I can’t affor both right now. After speed-sculpting the above-pictured happy dog I decided to do a little test to get an impression which auto-retopology tool yields the most satisfactory out-of-the-box result, 3D-Coat's Autopo or ZBrush's ZRemesher. 3Dcoat has a demo, so you can always grab that and see what you think. Im already all over the bonuses. I am still to complete a sculpt. However you didn’t expose what you interests are about these apps.

I am using some tutorials, it does help, but it is still hard. Meshes with certain features, such as hard-surface models featuring sharp angles, and meshes that have thin walls are often a harder nut to crack for auto-retopo algorithms. But even if no posing or animation is required, the semi-random polygon structure often causes visible surface irregularities, especially if you sculpt with triangular polygons, like when using Blender 3D's Dyntopo sculpting. Jan 2010. 3D-Coat's auto-retopology tool is called Autopo, and ZBrush features ZRemesher.

Powered by Discourse, best viewed with JavaScript enabled. In other words: auto-retopology tools are not foolproof yet. The Instant Meshes quad-retopology algorithm or a variation is used by The Foundry's Modo. What are the minuses compared to Zbrush? 3D Coat does still require an internet connection to phone home for DRM purposes? I have not looked into 3D Coat yet but Zbrush looks very tempting!

Another thing that Zbrush is kind of missing that is quite important to me (since I like creating clothes at the moment) is some kind of cloth simulation (correct me if I´m wrong but when I was looking whether Zbrush has any kind of cloth simulation, I didn´t find anything). • Always try to keep your retopology polygon count as low as possible. Substance Painter is great.

It's then forced to find new ways of solving the quad-topology flow in specified areas, which can cause topology degradation in other areas. Such shame they do not have a trial version of Zbrush. Google just keeps talking about the PhotoShop applink when I try to look it up, and otherwise it just exports a flattened .tif.

Hopefully some of you are already familiar with ShareCG; due to its simple interface and ease of use, I've been uploading freebies there since the beginning of my career in 3d. My advice is to always first try auto-retopology without any manual interference, and only add guidance if it's really necessary. It's not that it's easy to use, it's that in many cases it's the only thing that does what it does (not much can beat its retopo tool, Zremesher, or its ability to use 3D mesh brushes either).

Most people seem to like how Zbrush’s sculpting works better than 3D-Coat’s, but I’m just a hobbyist so Zbrush is too expensive for what I do. Otherwise I am used to challenges, and this program sure is one, but I think nothing can beat its power. Zbrush has it all over 3d Coat, with the ability to set up alphas separate from brushes adding tremendous additional versatility. It doesn’t work well with very complex meshes with a lot of voids or holes.

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