I have taken a lot out of this project on all the new tools that I learnt and how to move things around in Zbrush. I am glad I stopped and changed poses, freshened it up because I enjoyed doing this last one. It may look easier because the kegs are straight but I really wanted to try and get the hips right, sculpt the feet, pecs and back in a way that would be realistic and look nice. ![]() This is the pose I decided to go with for my final pose. Going into my last attempt I felt confident, using my research and knowledge of what works well and what doesn’t that I had gained from my first two attempts. This made so much difference in the process of trying to pose it. Another HUGE help was learning a different way to bring in my image plane, so that it was on the grid and not stuck tot he camera. I have to be honest I still found the process of posing the character a bit clunky but this new way made it a lot easier to control. I got to learnt more about the groups and how we can control then, how to use the sub-tools menu more and how to put them into a mode that lets you control more then just one small section of the body but as many or as few as you would like. These videos made such a difference, they pretty much solved every problem I was having in my first attempt. I thought it best to start again using the videos as a guide through the process. But i was happy with my result never the less.Īfter bring this into class and getting it reviewed, then reminded (which I forgot all about) that there where videos with instructions on posing the character. It was very time consuming and a bit of a clumsy, painful process. Every time I moved my character the image would stay and then I would move the character back and it was at a different angle or a different size to the reference image. ![]() I found it extremely difficult to get all the individual limbs where I wanted them to go, I had so much confusion and trouble with the way (the only way I thought was available) I had imported my image into Zbrush. I spent a long time putting it together before our next class. I started to pose my character straight away without looking at anything else, even though I knew that we would be working on it in class I wanted to get into it. I liked the look of this pose, it looked like it would be a fun challenge to try and recreate. Starting off we where given a rang of photos to pic from, these photos where of people in difference poses and we needed to recreate there pose. This one sounded easy enough but was a little more tricky then I thought. And if some of the more gloomy predictions on the pricepoint of Zbrush in future come to pass then price may also be a factor if your software budget is not that high.For this project we were tasked with putting a character into a dynamic pose with Zbrush, we were given two characters to pick from, a male and a female body. If your endgame is an image based on a sculpt that could be a bit lower res but enhanced by good surfacing, texturing and rendering then Blender might offer more creative scope. If a high res sculpt is what you need then Zbrush is the way to go. I guess it all depends on what you final output is going to be. For example using geometry nodes as a modelling tool is a paradigm that is totally alien to Zbrush's universe, but I can already see some ways that nodes could be useful to me in the work I do. So my take is that with Zbrush you get a superb tool for sculpting high density mesh with as much detail as you could want, while with blender you get an ecosystem of tools that are tightly integrated offering creative possibilites that a standalone sculpting program cannot deliver. Being able to Sculpt/surface/and render in the same software could be quite attractive to me- plus Blender's poly modelling ability for hard surface seems far more advanced than Z modeller, especially if addons like kit ops are taken into account. Having said that as a Zbrush user looking for alternatives in the wake of the Maxon deal it does occur to me that the sheer scope of blender as a tool offers a lot of what I am forced to call 'synergistic opportunities' at least for what I do, which is Illustration. There is a Remesher for Blender called Quad Remesher written by the same guy who did Z Remesher, but I tend to agree that as a pure sculpting tool Zbrush is way ahead of blender. Do not make requests for free 3D modeling services. ![]() ![]() Do not post links to paid models or use this subreddit to advertise your storefront.The point is to have a place where we can help each other out. Links to different articles and videos about 3D modeling are highly encouraged, whether it be a great CGI film or an article or new rendering software.įeel free to post questions or opinions on anything that has to do with 3D modeling. This is a place to show people your 3D models, whether it be 3d studio max, Blender, Maya, Zbrush, Rhino, Alias, any type of 3D models.
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