Well, I think each of them has the unique tools and depend on what you want they will give you the best workflow.
For example texturing, ZBrush is a good tool but paint directly on multi-mesh (subtool) while you can rotate around them are impossible. I don’t know mudbox can paint on multi-mesh or not but 3Dbody paint does the job very well.
For sculpting, I have to agree that Mudbox is very simple that even me with an hour playing around I can make an awesome looking mesh (well, maybe just for me). Whereas, ZBrush can do the job but can go beyond with awesome tools such as transpose tool, blending multi-mesh (subtool) seamlessly. Plug-ins go along with ZBrush are awesome as well, such as ZApplink, Zmapper and so on.
So… what I mean is that base on what you need, each applications will give you the unique tools to work with.
IF… Mudbox can paint directly on multi-mesh without sub-D into high levels to keep detail, I will choose mudbox for sure. ZBrush requires users sub-D the mesh to keep detail, it’s impossible when you are working with low mesh for video game. I mean is for people who only have like 2GB RAM, how can they sub-D the mesh into high level? So yeah… that’s the only thing I wish Mudbox 2009 will have. 3Dbody paint can do it so why not Mudbox right?



