![]() You can bake shaders to texture.The bump of the shader is also automatically baked to the normal map.Also textures loaded in shaders are not canvas-based like ZB,so if you load a leather or stone texture in your shader it stays wrapped on your model even if you rotate it. You can texture with layers (disp,spec,diffuse)and 3DCoat has the most exhaustive list of texturing tools you can think of (too long to list.)You can also load multiple normal maps and control how they blend. You can bake comparative normal map from two object with different topologies without need to remesh or reproject. (a little bit like posable Symmetry but without the limitations(ex:the no sphere rule) Each subtools have their own symmetry planes so you can reorient a pouch or a sword and keep sculpting on it using its own sym plane You can copy any part of your sculpt with copy brush (like Zproject but without projection.real copying) The topology is always even,it never stretch,you can pull a sword out of ![]() Voxels are much better than Zsphere2 when it comes to sketching because you can use Splines and B-Splines to Cut,Extract and Split your sculpt while you work. You can merge to voxels extremely bad topologies like scandata or any heavily triangulated mesh and sculpt on it like if it was the most perfect even topology.Without any remeshing or projection needed. Retopo tools are much much better(like topogun+90% of polyboost tools),and you have Retopo layers that you create while you work and that you can hide/unhide as you wish. You can customize UI much more (custom menus,more funtions allows Keyboard Shortcuts)Īdvantages of 3DCoat over Zbrush.(again.only a few.) You can easily create macroscripts and there is a nice flow of usermade scripts Friggin GOZ -You can record your sculpting sessions and your strokes. UVmaster (you can make nice uvs in 3DCoat but you must define seams) obj while retaining Uvs,scale,pos you can export anytime any of those iterations. You have subdivision levels that you can go back and forth to ,Īnd you can sculpt on an imported. So you have a much higher polycount capacity in ZB. Each Subtools can hold your max cap polycount and you also have HD geometry (in 3DC you can have only about 4-5 subtools of your max polycount) before it get really slow. (3DCoat posing tool starts to get slow at approx 500 000 mil polys) Viewport render looks a little better(comparing with the 2 same matcaps). Bigger set of brushes that again can all be blended together using things like the brushmod slider. Custom brush behaviour presets that can be saved to files. To get good performance in 3DCoat you need to downsize brush radius half of your brushsize in Zbrush so that means no large radius with move brush or smooth brush above 500 000 polys.At 20 million when working in 3DCoat your brushsize must be the size of an iris (on a full body scale). More opinions? another points of view? C’mon!.Īdvantages of Zbrush over 3DCoat ( only a few) -Much better brush speed in relation to radius and polycount used. Ey Pixo! remember you’ve a new feature for the Z4 release!. Mudbox in Community: Eeer… this is a feature?. It should be writed in bright red and blinking.Ħ4 bits support for MacOsX and Win7: Yes, here’s another true point. High Quality Turntables: Another feature “learned” from Zbrush.Įnhaced Color Chooser: Well, thats why Autodesk is Autodesk. Multi-Layer PSD: Well, I think its time to change to EXR multichannel, and be independent of Photoshop or Gimp, although I recongnize that create all layers (diffuse, specular, transparency… and see all applied to the model and doing its function its a point). ![]() Interoperability with Maya/Max/XSI: Another GoZ equivalentīlend Modes for Paint Layers: Well, this is definitively where Mudbox win us for now… till Spotlight arrives (please with layers, with transparency and blend modes too). Paint in UV Space in 3D View: For me this is only for people who still paints in 2d, I’m desiring that Pixo release the Spotlight, in really, I am almost to strike till then respect Zbrush. We can use it with Vray, but Mental Ray continues only with normal mapping I believe… We got cavity, normal, displacement, but vector… I doesn’t remember… but, New XSI/Maya/Max use this map?. We still haven’t this, right? or am I wrong?. Vector Displacementent: Like in Luxology Modo. Image Adjustment Brushes: This is similar to the 2d tools than we have yet, but we would need a “flood” option, for apply the adjustment at the entire texture for equal (in place of paint it with the brush). Posing Toolset: In my opinion, a clear referece that Autodesk is taking an eye on Zbrush. I hope ZbrushCentral be serious enough for there will be no problem. ![]()
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