Hard Surface Modeling: Maya Nurbs or Zbrush


#1

Hi there folks,

If you had to pick between Maya Nurbs or Zbrush for artistic hard surface modeling, which one would you be your personal choice? Why?

I’ve been working with Maya for a while and for now it’s my only option for hard surface modeling. I’ve used Zbrush before but only for organics. Do you think you can get faster results than with Maya Nurbs?

Thanks!


#2

There are forms you can create very easily in ZBrush that would be a nightmare in Maya, and vice-versa. There’s no need to choose one of the other; just use whatever fits the particular project.


#3

I agree , I always prefer Maya for hard surface although zBrush has gotten a lot better at managing them. I just feel that zBrush cant achieve that precision and ease of hard surface that Maya can. Especially when it comes to working proper topology and not having to spend hours retopoing. I do agree however that zBrush can create shapes that would be near heart attack to make in Maya, its also a lot quicker to get something down. They both have their places in our lives.


#4

Just out of curiosity: Could you give an example, what hard surface shape would be very hard to accomplish in maya and easy in zbrush and vice versa?


#5

Most any relatively simple shape is gonna be much easier to do in Maya than to do in ZBrush then have to retopo (if zRemesher gets just a bit better that might change, but it’s not there yet).

As for the reverse, these would be kinda nightmarish: http://www.youtube.com/watch?v=pk7SIYYScs8


#6

Ah …Ok. I see what you mean!

Thanks


#7

I use maya almost exclusively for hard surface modeling, but I always poly model. I would never nurbs model in maya, they’re quite insufficient in terms of tools. Use rhino for nurbs if that’s what you’re comfortable with.

I cant even count how many times I’ve posted this video but just watch it. He’s using 3ds max but all the same modeling techniques apply to maya as well, the tools all have equivalents in maya. http://vimeo.com/10941211


#8

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