Hello guys,
I come from Blender sculpting and recently tried ZBrush. I actually prefer ZBrush because of the many options and tools it has, but the performance is worse than Blender even though I always heard ZBrush could handle so much more polygons.
Now I am confused because I found out it is the opposite. Blender is slightly faster.
I sculpted a mesh in ZBrush and subdivided it to 17 million polygons.I imported the same sculpt to Blender.
The navigation in ZBrush gets really slow and also the brushstrokes are dragging behind.
Can anyone confirm my findings? Is there a way to improve performance in ZBrush or an option I am missing? I am not using dynamic subdivision in ZBrush. With dynamic subdivsions turned on it's impossible to do a single stroke with 17million polygons.
Greetings
monitorhero
mod edit: changed clickbait title.
Replies
I didn't subdivide beyond 17 million. It was just for testing purposes. Usually I never reach that many polygons but it would be nice to have that possibility. I am just confused because I heard that Blender couldn't handle that many polygons in the viewport but it handels them better than ZBrush. Which goes against everything I heard regarding sculpting with both.
@JedTheKrampus Sorry that I didn't mention this in my original post. I built the model in ZBrush with multiple subdiv levels. But Blender also has a multiresolution modifier kinda like ZBrush. I loaded the highres model from Zbrush into Blender and sculpted on it and also loaded the "lowres" model and subdivided it with Blenders modifier. Blender is still more responsive either way.
It would be nice if someone who uses Blender could try to load a Zbrush made model into Blender with the same kind of polycount and use the sculpting tools inside Blender and tell me if they are more or less responsive than ZBrush.
My personal experience is quite different from yours. My CPU is in need of an upgrade (meaning that my Zbrush is on the slow side), but my videocard is brand new (meaning that the Blender viewport is lighting fast). But still, Zbrush is an order of magnitude faster than Blender on my machine when it comes to sculpting at high levels. I actually never sculpt in Blender with proper levels, and only use Dyntopo - which is certainly very consistent and reliable when used in a conservative manner.
One thing for certain : the Blender viewport will always have consistent framerate whereas the Zbrush viewport tends to lag when zooming in. One way to make Zbrush about 2x faster is to enable Preferences > Performance > QuickAndDirtyEdit mode.
Overall, quick bruteforce test don't really mean anything anyways. What really matters is whether or not once can work in a fluid 60fps manner over the whole course of a month-long complex project.
Also, one thing I've noticed is that quite a few Zbrush users seem to be okay with slow viewport performance. Whereas if you come from a sculpting program with consistent and predictable viewport performance you might be less likely to let that slide.
Have no doubts, ZB is the sculpting king.
@pior I tried importing a decimated mesh into Blender and used Multires on it and it got a lot slower indeed. But decimating the mesh in ZBrush and subdividing it there had the same slowing effect.
I guess when I am reaching my limits in the future it will be time to upgrade my CPU. Thanks for the help everyone so far.
I haven't sculpted in Blender but the viewport performance sounds impressive from what you've said.
I've been using ZB from version 1.55 on a very old computer up till now, on a decent machine but far from top end. I often work on projects with many subtools and between 30-50 mill and find the performance to be no problem at all. Even on the old computer on 1.55 I got commendable performance for that time and hardware.
And this is the reason why ZB was designed the way it was back then(2.5d canvas environment). Hardware limitations and enabling the ability to work on multi million meshes at a time when it was unheard of on a bog standard desktop.
So you work with Version 1.55 still? And do you mean 30-50 million polygons for each subtool or overall?