Moving to Mudbox


#1

So, I’m a generalist, with a good working knowledge of Zbrush and I’m a fan. I’ve used it off and on since version 2.

But there are a couple of things that are beginning to make it unusable.

Principally the memory issue. The larger my data sets get and the more complex my work needs to be the less useful Zbrush is to me. All of my hardware and other software has expanded over time. But because Zbrush is stuck in 32bit, it’s become a bottleneck. It’s probably the limiting factor in my work today (apart from my lack of talent).

There are other things too. The terrible layering system. The way it handles textures and materials doesn’t really fit with other software.

I’m sure version 5 will fix the memory issue, but who knows when? I get the impression from what I’ve seen of R7 that Pixologic and moving even further towards modelling features, so maybe they won’t improve texturing at all.

I’m not looking for an argument or a flame war, I’m just wondering if there’s something I’m missing that would resolve these issues without me giving Autodesk £500.

Does anyone use both, are they complimentary?

Any advice would be gratefully received.

Eidt: So, basically the workflow I’m thinking of adopting is do the basic modeling and sculpting in zbrush. Then do the finishing, hi resolution surface details, texturing and map extraction in mudbox. Sound reasonable?


#2

I have both and despite spending a great deal of time with the two applications, I really only ever use Mudbox for texturing.

Personally, I find MB’s sculpting tools to be less intuitive and tactile that ZB. I also like that I can open ZB with absolutely nothing and start creating immediately, whereas MB still seems centred around the idea that you should really create your base geometry first.

That said, there’s incredible work being created with both applications by talented artists everywhere, so if you’re finding that ZB is struggling to cope with your workflow from a purely technical standpoint, and you have a decent system to run it, then switching to MB will definitely help.


#3

I use both, sculpt in ZBrush and texture in Mudbox. That seems to best fit each applications’ strength.
Mudbox is pretty cheap right now so it definitely wouldn’t hurt to pick it up anyway - haggle a bit with your reseller to get the price down to the low 4s - :wink:

Also, I beleive that 4RZ will have a 64 bit beta release. May not have to wait for 5.


#4

Thanks guys,

I guess I should probably consider Modo too. It’s come on a lot since I last saw it, and there’s a Goz link in Zbrush, so I’d expect they’re more inclined to fit together…

Any Zbrush/Modo users?


#5
if your mesh and file size gets real HUGE causing memory issue.
then polygroup them and then use tool>subtool>split>group split
that way your dealing with separate smaller parts = less memory
rather then 1 HUGE part = More memory

another thing dont over kill the mesh if its not needed,
so if subd 8 looks the same as subd 7
then use subd 7
if you use subd 8  the over kill your asking for problems.

the zpr zbrush project files that can be saved all so saves a lot of info including any new tool added, so if you save a zpr make sure you delete any new tool that your not using because the file size can get so huge you may not be able to re open them= memory problems

https://support.pixologic.com/index.php?/Knowledgebase/Article/View/66/0/is-zbrush-4r2-64-bit


#6

ZBrush 4r7 will be a free upgrade and will come with a free 64 bit beta version. Should be released soon, so hang in there and see if it works better for you.


#7

Ditto what informerman said. Get into a habit of splitting your tool into smaller usable subtools rather than a large single one.

Also, I know ZB can be used for poly painting but keep in mind, it is a sculpting tool first and foremost. Personally I would never use ZB to paint unless it was rough concept work.

I haven’t used MB since Autodesk first released it, but if you find painting better in it, then your idea of sculpting in ZB and painting in MB sounds like it might work for you. It really comes down to personal preference and whatever keeps you productive. :wink:

Also, from what I understand, 4r7 will still be 32bit with a 64bit beta of 5 soon after.


#8

I also use both Zbrush and Mudbox.

After sculpting in Zbrush and then moving over to Mudbox to sculpt I find the performance between the two is vastly different. Zbrush is far more optimized and even at 32 bit will handle much higher mesh sizes and resolution on the same system. There is also absolutely no comparison between the two in terms of workflow with brushes and the mere choice of tools you have in Zbrush as a sculpt tool. Zbrush really is - in my opinion - the best sculpting tool on the market.

Mudbox then for me has been relegated mostly to painting as the workflow there suits me fine. However it is very picky about mesh data. Zbrush commonly makes hash of the mesh and when I export and import I do have issues. Especially with Dynamesh. So I find it best to clean up the mesh in Zbrush first. Convert a Dynamesh with something like Zremesher and transfer the details, then transfer the mesh.

In Mudbox I can then use some of the nice re-topology tools to break down the high res mesh into levels in Mudbox preserving the high rez sculpt data to transfer maps.

However my usual workflow is this:

Sculpt in Zbrush

Export a version that is slightly lower rez (can be Dyamesh even) into and obj and use the new retopo tools in Maya to make a hand done retopology and then UV map.

This (lower rez Zbrush export) version does not have to have all of the detail, just enough to use with speed in the veiwport in Maya as a guide to retopo. Then I make a UV map and go back to Zbrush to bake maps or take it into Mudbox with a higher rez (but clean) version of the sculpt to bake the normal/ao maps.

Then I paint on the low rez retopo version in Mudbox.

Alternatively I can import the high rez ZB into MB and transfer the high rez details from the Zbrush sculpt onto the retopo UV version in Mudbox and paint with the actual mesh details in place and of course then afterwards bake maps etc.

Lots of options.

In short. Sculpt in Zbrush. Finish in Mudbox. Works well for me.