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Old 03-26-2013, 04:16 PM   #16
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Yes, like Oglu say,(thanks!) Mud or Zbrush is required for any heavy modelling production. Videogames or VFX. For small teams, freelancers or productions cartoon oriented, modo should be enough.
I will try next Modo release, but it's hard everytime that I give it a try I feel his viewport is so weird.
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Old 03-26-2013, 04:30 PM   #17
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Quote:
Originally Posted by derOesi
so how does MODOs sculpting and texturing compare to mudbox? i'm currently deciding what to get, but 3dcoat is too religious, mudbox too autodesk (but i'm used to it), and zbrush has unusual controls.. so there is no perfect choice for me at least....

would a 701 modo user buy mudbox? (lets forget for a minute its AD)


You're correct, ZBrush has some unusual controls. But once those technical aspects become common knowledge, it's a very fluid app and by far the more creatively freeing app with regard to sculpting.
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Old 03-26-2013, 04:35 PM   #18
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I would say jump on board zbrush.
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Old 03-26-2013, 04:35 PM   #19
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Yea for sculpting there is simply no alternative to zbrush imo. I don't see why people complain about zbrush's UI either because once you spend 10 minutes setting it up the way you want to work it is very fast to work with. My only gripe with zbrush is the sliders are terrible and useless if you want to make any small adjustments and you constantly have to enter numbers.
 
Old 03-26-2013, 04:37 PM   #20
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Those are a few nice updates, but you'd think with Zbrush as a template that they'd be able to do more than that. It's a shame really, since Mudbox is so much easier to use, but Zbrush is just more capable.
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Old 03-26-2013, 06:17 PM   #21
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But the easier to use comment is literally 'it'. That's pretty much their entire gimmick.

'Imagine if zbrush wasn't, y'know, that amazing but used maya's navigation! Excited! Well now imagine we've stripped out most of the innovation of our competitors and given you more texturing tools. Which, admittedly, are buggy and not a patch on Mari or 3dcoat but hey! We're autodesk. Like to buy a suite? We'd like you to buy a suite.... And a subscription fee'.

Sarcasm aside the sculpting tools in Blender are beginning to push past this. Which for a fairly expensive package is a problem.
 
Old 03-26-2013, 06:43 PM   #22
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Zbrush can use mayas navigation with the zswitcher plugin by the way. I use it and love it.

https://draster.com/ZSwitcher/
 
Old 03-26-2013, 06:53 PM   #23
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Quote:
Originally Posted by blade33ru
i dont think its fair to compare normal developers to zbrush. those guys have been on methamphetamine for years.


If they keep making ZBrush better all the time, I hope they stay on the methawhatsit.
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Old 03-26-2013, 07:54 PM   #24
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Quote:
Originally Posted by blade33ru
i dont think its fair to compare normal developers to zbrush. those guys have been on methamphetamine for years.

mudbox development is slower but in many ways its a nicer product to use because its not so confusingly packed with so many features


I remember when Mudbox was first announced, it was supposed to be the ZBrush killer. If I recall correctly, the main drive of the developer(s) was their frustration with missing features in ZBrush or something along those lines. About a year or two later they sold to Autodesk, and the rest ist just history (quite literally)... I think I have a new motto for Autodesk:

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Old 03-27-2013, 12:27 AM   #25
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The retopology tool looks pretty good to me, and I see theres a list of small annoyances that have been fixed, some which are pretty useful so Im not cutting my own nose off yet.
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Old 03-27-2013, 01:28 AM   #26
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Quote:
Originally Posted by Ballo
I will try next Modo release, but it's hard everytime that I give it a try I feel his viewport is so weird.
You can make the viewport / navigation act just like Maya its in the options...
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Old 03-27-2013, 06:26 PM   #27
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retopo looks fine to me...

it has some problems to do eyes and fingers but is a great help... and in compination with the new maya modeling tools its really fast to create an animation ready mesh...

http://www.youtube.com/watch?v=qHRiDr7ZXxo
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Old 03-27-2013, 06:51 PM   #28
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Quote:
Originally Posted by oglu
retopo looks fine to me...

it has some problems to do eyes and fingers but is a great help... and in compination with the new maya modeling tools its really fast to create an animation ready mesh...

http://www.youtube.com/watch?v=qHRiDr7ZXxo


They really need to show that stuff off better. There's some interesting tools for retopology, remeshing and optimisation, but not much info. Not even in the docs. How does it deal with UVs for example when filling a hole? Where does it get UVs when retopologising a mesh? The statue example clearly had textures after this. How?
 
Old 03-27-2013, 06:56 PM   #29
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there are no uvs at all...
the auto retopo dont creates uvs and the reducing feature dont preserve uvs...
the workflow would be to create uvs outside of mud or use ptex...
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Old 03-27-2013, 07:01 PM   #30
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Quote:
Originally Posted by SheepFactory
Zbrush can use mayas navigation with the zswitcher plugin by the way. I use it and love it.

https://draster.com/ZSwitcher/


Used it, but it makes masking a pain. Easier just to get used to vanilla.
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