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created Zbrush vs Mudbox
on 08-23-2006 01:51 PM
I'm just done learning Zbrush and my friend tell me that a new app is out and it is apparently better than Zbrush. I've looked into it a bit but I don't feel ready to burn my head for another week.
If anyone can fill me up on ''why is better'' or ''why is not''. I'd like to hear your tought about it.
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, null,
21 Posts,
Join Date Jan 2006,
Location montréal,qc
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created Re: Zbrush vs Mudbox
on 08-23-2006 03:05 PM
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, veteran polycounter,
4,600 Posts,
Join Date Oct 2004,
Location Seattle, WA
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created Re: Zbrush vs Mudbox
on 09-01-2006 02:52 AM
well i for ones love ZB ..
and ZB is comeing out whit 2.5 sone
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, null,
1 Posts,
Join Date Dec 2005,
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created Re: Zbrush vs Mudbox
on 09-01-2006 05:19 AM
Zbrush was nice for a time because basically that's all there was. But now there is more competing products emerging like mudbox and others (other pure modeling programs are integrating the poly sculpting tools). It is still too early to say which one is the best though. I personally like mudbox because it is all about the poly sculpting. It's not some facet to an odd 2d/3d paint program that slapped in model importing in the worst way possible. To me mudbox has an easy to learn interface because of that same reason. It's geared primarilly for poly sculpting, and is not cluttered by all the painting and other junk.
It's kind of the same type of thing as how Bodypaint is. I really like using it to paint most of my models in, but it has too much of the cinema4d tools lingering around making it confusing to new users. If there was a straight up model painting app that focused on emulating photoshops psd layers 100% and had a decent brush system, I'd jump to that in a heartbeat.
It's all about what's easier for you, though.
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, dedicated polycounter,
1,885 Posts,
Join Date Nov 2005,
Location Las Vegas, NV
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created Re: Zbrush vs Mudbox
on 09-01-2006 10:16 AM
i taught my lil sis at 12 to work with mudbox in 5 minutes.
she's never worked with a 3d app, and can barely draw in photoshop.
in comparison, she just stares blankly at the zbrush interface.
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, dedicated polycounter,
1,751 Posts,
Join Date Nov 2004,
Location Norway
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created Re: Zbrush vs Mudbox
on 09-01-2006 01:16 PM
... Any news about the price of MUDBOX ?
diZzyWalnut
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, polygon,
572 Posts,
Join Date Nov 2004,
Location France / Toulouse
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created Re: Zbrush vs Mudbox
on 09-01-2006 01:27 PM
Im quite sure mudbox is a huge improvement over zbrush but i've yet to export an obj to mudbox from max successfully(even going via silo causes problems). Its important things like this that should just "work" in a new app hoping to trump current tech. And just to be clear I have no issues at all going from max to zbrush.
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, spline,
217 Posts,
Join Date May 2005,
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created Re: Zbrush vs Mudbox
on 09-01-2006 04:05 PM
i think Zbrush+mudbox in working will be great.
not zbrush vs Mudbox=)
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, veteran polycounter,
2,700 Posts,
Join Date Feb 2006,
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created Re: Zbrush vs Mudbox
on 09-02-2006 06:32 AM
[ QUOTE ]
Its important things like this that should just "work" in a new app hoping to trump current tech.
[/ QUOTE ]
well theres the problem.. mudbox is not a "new" app.. its an app thats in beta.. which means its not finished. hopefully they will fix that for you.. but also i've exported several objects from mudbox to max. with no issue
"to tell you the truth other places were way harsher and ones of maximum rudeness."
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, veteran polycounter,
2,606 Posts,
Join Date Jun 2005,
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created Re: Zbrush vs Mudbox
on 09-02-2006 02:15 PM
I've exported 50+ models flawlessly in obj format, the only times i've had issues are when i start to get corrupt polys in some places, which i think is a symmetry bug. But otherwise, always works perfectly. You might just be trying to load way too large obj files in max, which i've had problems with going from mudbox too(and zbrush for that matter). But any program that can actually open a file with a large amount of raw data the files are fine in(modo, xnormal, ect)
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, Moderator,
8,627 Posts,
Join Date Oct 2004,
Location Iowa City, IA
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created Re: Zbrush vs Mudbox
on 09-03-2006 07:46 AM
well zbrush has zapplink, zmapper and numerous other scripts.
also it seems there is nothing you can do in mudbox that you can't do in zbrush.
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, veteran polycounter,
4,390 Posts,
Join Date Oct 2004,
Location Uk(London)
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created Re: Zbrush vs Mudbox
on 09-03-2006 10:47 AM
...except learning way faster , and since time is money eheheh...
would be cool a merge, mudbox interface with zbrush tools in an organized way...
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, veteran polycounter,
3,573 Posts,
Join Date May 2005,
Location Portugal
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created Re: Zbrush vs Mudbox
on 09-03-2006 03:10 PM
Modeling in perspective, tools that actually make sense to use(size beinng a fixed value, not some retarded arbitrary value reletive to screensize, holy fuck who would have thought of that). Settings for pressure senstivity. Its not really about having a bunch of cool new features(that you will use 5% of the time anyway) its about vastly improving the basic features that you use constantly.
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, Moderator,
8,627 Posts,
Join Date Oct 2004,
Location Iowa City, IA
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created Re: Zedbrush vs Mudbutt vs Mike Tyson
on 09-03-2006 05:50 PM
Zbrush 1.0 was like trying to fly a mothership, 2.0 is not as cluttered, but they should optimize it some more after the 2.5 update I hope.
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, polycounter,
1,262 Posts,
Join Date Oct 2004,
Location NY
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created Re: Zedbrush vs Mudbutt vs Mike Tyson
on 09-03-2006 06:02 PM
Earthquake: solar was talking about TO mudbox FROM max, not the other way round.
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, MoP,
11,603 Posts,
Join Date Oct 2004,
Location London, UK
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created Re: Zedbrush vs Mudbutt vs Mike Tyson
on 09-04-2006 06:52 PM
Oh oh, make if thats the case and you're having problems importing files just make sure you have quads and no tris! For some reason mudbox will triangulate all polys as tris if you have a single triangle. Maybe theres a setting somewhere to turn this off if so i dont know about it. Anyway a quick fix to this is to just meshsmooth your model in max before you sub-divide and it will make only quads.
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, Moderator,
8,627 Posts,
Join Date Oct 2004,
Location Iowa City, IA
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created Re: Zedbrush vs Mudbutt vs Mike Tyson
on 09-04-2006 07:16 PM
EQ: Importing the mesh in ZBrush first, and exporting it into Mudbox after that, will work too. That way you'll keep your lowest subvivision level.
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, spline,
182 Posts,
Join Date Nov 2005,
Location Hell
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created Re: Zedbrush vs Mudbutt vs Mike Tyson
on 09-04-2006 09:29 PM
How does that work? I've use a similar workaround that involves importing the lowest from mudbox into zbrush, and reconstructing sub-d to get the absolute lowest out which seems to work alright.
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, Moderator,
8,627 Posts,
Join Date Oct 2004,
Location Iowa City, IA
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created Re: Zedbrush vs Mudbutt vs Mike Tyson
on 09-04-2006 09:40 PM
i use wings to import mesh into mudbox from max
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, dedicated polycounter,
1,640 Posts,
Join Date Nov 2004,
Location London Canada
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created Re: Zedbrush vs Mudbutt vs Mike Tyson
on 09-04-2006 11:17 PM
[ QUOTE ]
Maybe theres a setting somewhere to turn this off if so i dont know about it.
[/ QUOTE ]
Nope, i read in the help file or whatever, that it's not yet possible to properly subd a mesh with triangle(s)...it's beta after all. As you said, easy to fix.
I love mudbutt so much i'm getting a face tattoo, Mike Tyson style! [img]/images/graemlins/confused.gif[/img]
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, polycounter,
1,209 Posts,
Join Date Jun 2005,
Location Quebie, Canada
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created Re: Zedbrush vs Mudbutt vs Mike Tyson
on 09-05-2006 02:59 AM
[ QUOTE ]
Oh oh, make if thats the case and you're having problems importing files just make sure you have quads and no tris! For some reason mudbox will triangulate all polys as tris if you have a single triangle. Maybe theres a setting somewhere to turn this off if so i dont know about it. Anyway a quick fix to this is to just meshsmooth your model in max before you sub-divide and it will make only quads.
[/ QUOTE ]
Having Tris in your model will definitly f*ck it when you'll try to get it subdivided (web-ish style subdividing), but you definitly CAN import without any problem a triangulate mesh in mudbox. I personally got some import problems whith importing obj from max to mudbox when I tried the software for the first time (the mesh was loaded by mudbox but I wasn't able to see it in the viewport...). FOR ME, it was just a obj cfg problem. Just make sure your # of Digits is not bigger than 6 or 7 (with Zbrush, I always put this number to 12 to maximise the matching, but it looks like it doesn't work sooo well with mud box. Btw, 6 or 7 is just enough [img]/images/graemlins/wink.gif[/img] )
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, polycounter,
1,209 Posts,
Join Date Oct 2004,
Location Irvine, CA
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created Re: Zedbrush vs Mudbutt vs Mike Tyson
on 09-05-2006 04:58 AM
I had the same prob as Renaud...with the # of digits..but as Renaud pointed out, it's an easy fix, and thus far have had no other problems importing obj files into mudbox..
I've only had Mudbox for a day and I impressed with its ease of use
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, card carrying polycounter,
1,906 Posts,
Join Date Mar 2006,
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created Re: Zedbrush vs Mudbutt vs Mike Tyson
on 09-05-2006 06:39 AM
has anyone tried rendering a normalmap within mudbox? cos im having trouble with that.
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, veteran polycounter,
4,287 Posts,
Join Date Nov 2004,
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created Re: Zedbrush vs Mudbutt vs Mike Tyson
on 09-05-2006 07:25 AM
its still very beta i believe, but its very intuitive , im still amazed of the user friendly interface of mudbox, it is clearly made from artists to artists.
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, veteran polycounter,
3,573 Posts,
Join Date May 2005,
Location Portugal
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created Re: Zedbrush vs Mudbutt vs Mike Tyson
on 09-05-2006 10:24 AM
I'd try, but I dont have mudbox. No one responded to the beta application. I can only hope there is a public demo availible soon.
The Zbrush demo was about as productive to me as a McDonalds employee trying to design an office building.
As to the choice, it depends on cost really. Zbrush + gnomon training dvds may be cheaper than the final mudbox price. no idea. But i'll take the time to learn either to get the job done.
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, polygon,
613 Posts,
Join Date Oct 2004,
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