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Literally just BARELY able to afford it, but we finally got zBrush!!! This was the final Software I ever wanted to buy. Only messed with it a tiny bit, but I'll definitely practice sculpting a high-poly body when I get the chance. Right now, I have to focus on finishing the Unity and Anime series before I can spend a real chunk of my time every day to practice sculpting. lol

BUT, for the first time in a long time, I feel safe dedicating practice into a software I know I'll be using for the rest of my life :)

This is huge for the channel, and definitely a big step career-wise for me. Would NEVER have been able to afford this software if it wasn't for you guys supporting the show this whole time. I know I say this all the time, but thank you so much -

We got the tools, now I just need to figure out how to use them -! 

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HellSent

Also, curious to see what you favor zbrush over blender for. The mad polycount? Ive messed with it a bit but going on the fight with the interface just hurts.

RoyalSkies

Thank you for the reference! I've been watching his series all day on YouTube actually-! And, to answer the zBrush/Blender question. I prefer Blender over zBrush for quite a few things like modeling, rigging, and animation, but when it comes STRICTLY to sculpting zBrush is just more specialized and optimized for speed and reliability. Small things like the undo button never crashing the program, and always working quick is one of my main reasons. The threshold for when the computer starts to slow down based on the complexity of the mesh is much higher in zBrush so you can make more complex things without your computer slowing down (If at all, hasn't happened to me yet). Some of the hotkeys for the brushes in Blender Sclupting aren't connected yet, so I couldn't map the brushes to 'single-button' hotkeys in the editor the way I wanted. (There are workarounds with scripts, but I don't like to use them because you have to worry about how they carryover every update, and Blender updates a lot) Also, my favorite feature so far is the "perfect" boolean functions that join everything together in lightspeed fashion. The boolean in Blender sometimes doesn't work, and when it does it often requires a lot of tweaking and extra work. So, that a lone is a big one -