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Zbrush & Mudbox... Are they better suited to character modelling than Max/Maya?

This might seem like a question only an idiot would ask, but I just want to hear some peoples views and opinions!

I've dabbled with character modelling a few times in Max. I've made two Spongebob characters for my little sister, and two characters of my own imagining. I found it a pretty fiddly process with a LOT of intricate, finite vertex editing, but Im only a beginner in this kind of modelling so maybe its just a lack of experience. My first original character is proportionally "challenged", but its not terrible. The next one I made was a lot better, and I had more of an idea where I was going, instead of just making everything up as I went on. Its still really basic, but I think its miles ahead of my "android berserker".

Anyway all that aside, all of these projects were very time consuming (although I work really slowly, so...), and it often felt like I was using tools the wrong tools for the job, so I was just wondering if anyone could confirm if those other 2 programs can save me much time and give me a more fluid feeling workflow.

I've seen some JAW DROPPING characters made in Z & Mudbox, but are Maya & Max capable of the same thing? I really want to get into character modelling. To turn some of my drawings into actual characters would be amazing!

Thanks!

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  • Ace-Angel
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    Ace-Angel polycounter lvl 12
    They both are, but the process is very different.

    For example, say you want to create some uber-muscles on your steroid filled character, you can do that in both type of apps.

    The difference is how you get said muscle definition. In traditional apps like Max, you will need to define the muscle area manually, select a row of lines and either bevel or extrude them, use soft selection to pull and pull them in places, use Paint Deform to push some more in general areas, etc.

    In ZB, you're essentially doing the push and pull, but with a magical brush that allows you define shapes, weight, gravity, etc, but requires you work on a really high poly model instead of a low one, and any changes you make are purely visual, not technical at all.

    So yeah, ZB tends to be more loved by character artist, since all of that more technical parts are thrown out of the window.

    What is not thrown out is low-poly topology, in theory, a fast sub-d modeler will save time by not having to retopo their low-mesh since that's were they started from, while a ZB user will more likely then not have to retopo it (especially since you can get carried away with it) and waste time there. However, this is really debatable, and with ZB's latest retopo tools, can be a moot point.

    Someone with more time can explain better, but that is the gist of it.
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