![]() It’s some time since I tried a serious project with it so I can’t comment on how capable it is with fine detail work.Īs you say all the basics are already there in terms of the sculpting tools. It looks like it has already gone some way in addressing performance issues. The biggest issue that I had at the time I bought Zbrush a few years ago was Blender’s performance problems with high poly/muti-res objects and the inability to achieve small complex details- pores, scales etc. You are not wrong in anything you say, sculpting in Blender is already very usable. So what would it take to make you use Blender’s sculpting, instead of Zbrush? What I’m saying is that if these guys like Kent Trammell and others could come up with fantastic works of hard surface models utilizing basic tools and features, how much more if the devs give them extra aids or tools? The devs probably don’t have to add the same number of tools Zbrush have, but it’s clear to me that the potential is there. The ship started off as a concept in Zbrush, I’m now working on it in Blender and it’ll go back and forth again before it is finished. This pilot is an early stage WIP I’m working on in Zbrush, it will move into Blender eventually. ![]() ![]() There are some guys like Mike Nash and others who produce amazing hard surface work but for it to be useful for anything other than concept work it still has to be brought into a traditional 3d app like Blender or Max for optimisation/retopo. Zbrush has become very advanced for hard surface sculpting but I personally don’t think at this stage that the workflow is intuitive as organic sculpting.
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