I know I'm going to get a lot of hate for this, but I recently took up doing some 3d sculpting. The industry standard seems to be zBrush. I understand why, mostly because it "feels good" but overall if it was any other 3d program everyone would be up in arms over how bad the interface is (and it is terrible btw). zBrush has a lot of weak spots for the price. 3d Coat has a sane interface, that makes sense, and can be modified to your content.
3d coat has great sculpting tools, painting, retopo, and more. Which makes me ask, why not 3d coat? I am aware of the crazy Christian vibe they give. I'm atheist and it doesn't bug me (because I'm a better person than you are).
I don't know, I need to hear it from pros that zBrush is the definitive way to go.
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Suck it up, learn it. It takes 2 weeks to get a good feel for it. Its the industry standard for a reason, if you want to get anywhere as an character artist you have to learn it, and last if I chose not to learn every 3d package that made me feel a little uncomfortable when I started it up for the first time, I'd be nowhere.
>I understand why, mostly because it "feels good"
not even close. People like it because its powerful and frankly for me at least the interface is part of why its so quick to model in.
>I need to hear it from pros that zBrush is the definitive way to go.
I suspect you've already heard it several times over.
Play with the interface, customize it to your liking. Once I customized my canvas, all problems I was having went away.
But for sculpting it just lacks too much;
-no sculpt layers
-no 'step up/down subdivion' workflow
-no fibermesh equivalent
-no micromesh equivalent
-no painting at the same time as sculpting
-etc.
As much as I like 3DC, for sculpting, it's simply not in the same league as ZBrush, and I don't think it ever will be.
I do use 3D Coat, the retopo and UV tools are wayyyyy better than zBrushs. Sculpting wise I'm not sure as I haven't tried 3D Coats sculpting tools, but I have a feeling it's not gonna be better than zBrush for sculpting.
It's fairly difficult to learn though. I recommend learning camera controls and basic hotkeys first, I work with minimal UI modifications, personally. I'm sure I'll add on eventually, though.
As others have said 3DCoat for retopo and UV, especially for your organic stuff. I could see an argument made if you're doing indie games on a tight budget and only want to hipoly sculpt occasionally, but there's so much you can do with Zbrush it's not even funny. There's also a huge benefit to the support and userbase that won't exist with 3DCoat. Don't underestimate being able to google answers to anything, it's really important.
Well... them minimal customization is that I drag and drop some options/settings to the left bar area for easier access, such as "Stroke" and "Light" which I use a lot.
You only add detail where is needed.
The new paint system with PBR materials is very good.
To achieve more goals -as Polyhertz said- the dev team is refactoring all the code preparing the way for the new Version 5.
Standard = ZBrush
Swiss army = 3DC
Note:
You can test the new demo at:
http://3d-coat.com/forum/index.php?showtopic=17076
The real advantage to ZBrush is the workflow. Proper subdivision and edge flow management are insanely powerful because they allow you to make large and small edits at the same time, so you create good results very quickly.
Admittedly though, you have to do a few projects with it to really understand why all of the above is a good thing. 3D Coat is much more approachable for beginners, and as Carlosan said, it's a great Swiss army knife, but ZBrush is by far the most powerful sculpting tool at an intermediate level and above.
edit: I own, use, and recommend both for the various reasons already in this thread.
I think the price point is pretty reasonable too. And considering every upgrade has been free is pretty nice.
If you have never used other 3d apps before, this isn't even an issue. Every apps have their initial learning curve and Zbrush is no harder than anything else.
Even so, go ahead and visit zbrushcentral.com. If what you see there can't inspire you to learn Zbrush, then there's no point discussing about this any further.
I'm still not sure if it was a joke or not.
I've never used 3dcoat, so I can't give you any advice side by side. However, the biggest argument for using zbrush was already stated here: its the industry standard. Basically, until that changes, you should learn it.
I use 3DCoat primarily for painting 'old school' diffuse textures, it's 3d painting tools are great for it's price but since I've been doing PBR work, Substance Painter wins, hands down.
I use Zbrush like everyone else because it's very powerful but that doesn't prevent me from hating its UI for the things I can't change.
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CTRL+R = zoom
R = orbit
ALT+R = pan.
Simple.
Plus, all of these can be initiated anywhere on the canvas without having to find a blank part off the tool, or the canvas buffer region.
However, it is ALSO probably the most revolutionary, and probably most powerful, single program in the history of 3d modeling. If you decide not to learn it, you'd better be very, very, very good at other tools in the pipeline.
What you need is two plugins :
• Zswitcher from DigitalRaster for alt-based navigation :
https://draster.com/ZSwitcher/
• The "Middle Button" plugin, letting you set mousewheel to zoom (amongst other features that I personally don't use) :
http://www.zbrushcentral.com/showthread.php?183019-quot-Middle-Button-quot-Plug-in-for-ZBrush-4R6
Yes it works, and no you won't lose any Zbrush features by relying on these plugins. Zswitcher simply relocates Ctrl masking to Tab, and all the mesh hiding/unhiding combos remain untouched (ctrl-shift + alt still works and so does shift-snapping). The only time when Zswitcher needs to be disabled is when rearranging UI elements with Enable Customize.
The plugin basically gives you Maya navigation along with the benefits of the clever default Zbrush paradigm. It's pretty much best of both worlds really
That said I personally use both mouse and stylus at the same time therefore I can't comment on spending a whole day with stylus input only !
You might get more out of 3D Coat in that case. Just food for thought.
I'm not a Zbrush expert, but I've recently purchased it after using 3D Coat for 7 years exclusively. A few things I've noticed off the bat.
Zbrush handles symmetry along the center seam better than 3D Coat, especially when using the move tool.
Zbrush has a topological move tool which 3D Coat inexplicable does not as of version 4.8.25.
Zbrush has a better masking workflow
Zbrush encourages finishing up with a uniform quad based sculpt using subdivision levels which gives the overall sculpt a much superior quality and cleanliness
Zbrush makes it easier to work on a mesh in tight corners without destroying adjacent areas
Zbrush has a faster and more consistent Retopo (Zremesher) But whether or not the results are better is debatable. 3D Coat can make some very high quality autotopo meshes with very good edgeflow...even in faces
Zbrush has way better edgeflow control while sculpting
Zbrush has a much deeper sculpting system overall
Zbrush sculpting shaders look a lot better and it's a lot easier to see the state of your sculpt. Literally the same sculpt in 3d coat and Zbrush looks better in Zbrush which alone gives the impression to a user that it makes better sculpts.
3D Coat is better for early block ins and offers really free sculpting both in Voxel sculpt mode and surface sculpt mode. You almost never have to worry about polygon stretching
3D Coat has way easier interface
3D Coat has fully customizable PBR shaders for sculpting which can be baked down to your retopo mesh within the program and used as a basis for further PBR texture painting
3D Coat is probably the best tool for hand painting textures
3D Coat lets you make custom PBR smart materials (I would generate smart materials in Substance Designer and import texture maps to 3D Coat for PBR sculpt shaders and PBR smart materials for texture painting)
3D Coat has great retopo and UV tools
3D Coat booleans are really powerful
3D Coat has tons of untapped potential...it's literally a few sculpting tools away from really good alternative to Zbrush sculpting wise (topological move tool, quad based sculpting with subdivision levels and image based re-projection of sculpt data onto mesh, more sensible sculpt shaders by default and better handling of the mesh along the center when sculpting with symmetry)
3D Coat recently added sculpt layers that leverage it's powerful texture painting toolset
3D Coat has 3D bezier curves that can be used for sculpting in a multitude of ways.
My workflow will likely be to start a sculpt in 3D Coat. Block out my main forms using Voxels and then refining in surface mode. Then when I'm ready to move forward, doing an autotopo or manual retopo in 3D Coat to move into Zbrush. Or bring my high poly sculpt mesh from 3D Coat into Zbrush and do a Zremesher before finalizing things in Zbrush with sudivision levels. When done sculpting, I'll do my baking and finish texture painting in 3D Coat or Substance.
3D Coat is a great innovator, but needs to nail some of the basics to really shine. Zbrush's Zremesher, dynamic subdivision and even dynamesh are all things that 3D Coat had first, so Zbrush has no issue copying from a competitor. I would love to see 3D Coat do the same thing, as I write this the devs could be coming up with something far superior to subdiv sculpting that no one has seen before. I wouldn't put it past them.