Vote: Mac / Windows

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View Poll Results: Which do you use C4D on the most?
Mac 122 46.04%
Windows 143 53.96%
Voters: 265. You may not vote on this poll

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Old 07 July 2013   #46
Originally Posted by ThePriest: Zbrush 4R6


Dayum!! How did I miss the R6 update?! Ah ... they're sending the notices to an eight-year-old, defunct e-mail address.... Thanks for the heads up!!

Oh yeah ... go PCs.
 
Old 07 July 2013   #47
I have been playing around with the latest ZB since release and for once, you actually can believe the hype

The combo of dynamesh and the new Zremesher really is a game changer, unlike for instance cine-cough-ware-cough From my early tests, I can really see myself doing most of my organic modelling from scratch in ZB and finally leaving box-modelling behind. Sure , you will need to do some mesh tweaks to the auto topology, but with Goz that is very easy.

Oh yeah, on topic...I have always used Windows PC's by choice at home, but Macs on freelance jobs, since almost 100% of places I have ever lanced at use them. The other motion designers always seem surprised that I favour PC's , somewhat implying that I am not a true designer if I am not using a Mac....always gives me a good laugh Doesn't really bother me either way since there is so little difference between platforms anyway, when you are inside you application of choice. Would rather use Linux anyway if it were possible, and in the end the hardware is the determining factor for how productive you are.

The main thing that irks me when jumping between platforms is the ctr/alt/command layout annoyance which screws with my finger muscle memory, and the absolute piece of crap GPU's that are in most Mac Pro's. I know that you can put the latest GTX cards in OSX 10.8, but I have still yet to work on a machine where it doesn't have the stock GPU. The new Mac Pros certainly seem to have the goods in this respect, though no CUDA options by the sounds of it. Will be interesting to see what the price and uptake of the new Mac Pro will be like, and I will be interested to try it out. One thing for sure is that I will never be buying one!
 
Old 07 July 2013   #48
It's definitely a game changer. The panel loop feature blows my mind, but in 4R5 you were left with some pretty dense models and not many ways to get the polycount down.

Took about 2 hours to design. Overlapping geometry and missing panels are my own fault.

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Last edited by ThePriest : 07 July 2013 at 06:36 AM.
 
Old 07 July 2013   #49
Yeah that is petty clean topology especially considering the lack of guides. I have yet to even try the panel loop feature as I was still on R4. It is amazing how quickly these FREE updates roll around! Of course everyone is hanging for a 64bit ZB5, so hopefully some news at Siggraph.

Anyway, I sense another thread derailment, so back the Mac/PC wars...sorry... discussion...
 
Old 07 July 2013   #50
Originally Posted by ThePriest: I have 16 core xeon machine, 96gb ram, a gtx titan


I hate you.
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Old 07 July 2013   #51
PC/windows here, I like to tinker with the insides...

/OT

Originally Posted by ThePriest: I have 16 core xeon machine


Obviously this is a renderbeast, but how does it handle any single threaded stuff? I used to have a dual 5650 setup at work and it was a joy for rendering but it's 2.8 core clock made it bottleneck like crazy! This is what's holding me off going back to a dual setup, that and the stonking outlay - I went for Titans instead

OT/

cheers
brasc
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Old 07 July 2013   #52
Originally Posted by imashination: I hate you.


Agreed. pricing one leads to a 10k system pretty fast...at least looking at anything clocked higher than 2.0Ghz.
Probably another reason most people aren't on the latest and greatest...as not everyone has clients that pay that well.
So some of the "diehards" may be users holding onto whatever system they previously spent a lot of money on for as long as possible...because they don't want to, or have that kind of change for an upgrade yet...especially if you are staying "current"
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Old 07 July 2013   #53
Originally Posted by ThePriest: I have 16 core xeon machine, 96gb ram, a gtx titan and all the other parts that make a computer work.


Okay, maybe you weren't one of the 3930k overclockers. you should do some tests, as I'm sure you could navigate around 200 million polygons if you tried. At those specs though, while you certainly kick my systems ass in rendering, you could easily have built 2 if not 3 or 4 of my system. The CPU's on that likely costed as much as my system. Kind of shows the flexibility PC's offer.
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Old 07 July 2013   #54
Originally Posted by ThePriest: It's definitely a game changer. The panel loop feature blows my mind, but in 4R5 you were left with some pretty dense models and not many ways to get the polycount down.

Took about 2 hours to design. Overlapping geometry and missing panels are my own fault.



This is awesome. With the new topo tool and dynamesh Booleans, it could drastically reduce my need to resort to Rhino (with which I have a love/hate relationship). Here's a very quick test producing filleted Booleans using just Cinema and ZB4R6:



The base mesh has just over 9000 polygons and I have it in a HN object with one subdivision. I just used the default ZRemesher settings and could easily reduce the poly count even more.
 
Old 07 July 2013   #55
Give us some wireframe porn, man!
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Old 07 July 2013   #56
Originally Posted by fluffouille: Give us some wireframe porn, man!




This is the mesh that I exported out of ZB:

 
Old 07 July 2013   #57
... and derived from this C4D file:

 
Old 07 July 2013   #58
Damn, that IS clean.
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Old 07 July 2013   #59
wow, just wow
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Quote: "Until you do what you believe in, how do you know whether you believe in it or not?" -Leo Tolstoy
Kai Pedersen
 
Old 07 July 2013   #60
Oh awesome, that is insanely good! Is that with any guides Adam?
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