Guys I am just testing out 3d coat and it seems like the program I always wish zbrush was.
Compared to zbrush, 3d coat offers:
- actual viewport rendering so you can see what you are doing and it is not totally different compared to how your game engine will look
- you can hot swap between sculpting and texturing on the fly
- a normal UX for humans
Is anybody else using it? It seems like it could replace both zbrush and texturing app for me. I have noticed some general buginess that could be difficult for people new to computers to grapple with, but for the most part the UX is just lightyears ahead of zbrush, and because the viewport rendering is like other apps I feel like I am no longer working blind. Like a lot of times in zbrush once I actually send the sculpt to game engine it looks so different. 3dcoat feels more WYSIWG, plus the fact that I can bounce back and forth with texturing helps that out further.
the texturing brushes and tools are really great too, by the way. I am finding it more easy to just paint in an artistic way and rely less on procedural tools.
I have not messed with the UV tools or retopo, just sculpting and texturing. If you have no checked it out I recommend it. They have a lengthy trial period.
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i did some quick test:
at 32 million triangles voxel and surface sculpting shows a tiny bit of lag, but still very useable
at 128 million it is laggy enough that i consider it not useable (though you could if you really had to)
I have a 3090 GPU and 64gb ram, and this is 3d coat 2024.13
I have no idea how this compares to zbrush as I never go above a couple million triangles typically.
it has multi-res layer support now, and i have been sculpting on quad meshes so perhaps something there has changed. It seems like the intended workflow is that you use the voxel modeling as you would use sculptris pro in zbrush (or dynamesh) when you are figuring out forms. Then you can retopo (it has lots of different ways to do this) and use regular surface sculpting if you wanted to do hi res details like skin pores.
But the way I work is usually build a low poly mesh in maya first and then just subdivide it a few times for a quick pass with sculpted details. So for me, the workflow in 3d coat is same as zbrush, just that it has better viewport (more WYSIWG with the sculpted details).
it has replaced zbrush for me for sculpting.
But I feel similar about the rooms... it is very hard to figure out how to do a lot of simple things. THe intended workflow is not always clear, there is scant and outdated documentation, and the whole program does not seem to use a consistent design pattern so figuring out one corner doesn't mean you can figure out others. Because of that reason I gave up digging much further into the retopo and baking tools. So for me it is just replacing zbrush in the same way I used zbrush - just bring in a model for sculpt and that is all. Any other type of mesh processing i do in maya and bake and texture I still stick with Toolbag. For me a quick and painless workflow is the highest priority.
they do have that its called Textura
It is shockingly cheap too (though annoyingly, a subscription).
seems to be the case because I have a geforce GPU and it is running good. I did some sculpting at 17 million tris without any slowdown. it is really inviting how it just has the things I actually use and not much else, and seems to be designed around normal production workflow rather than a bunch of zany toys bolted on that you got to sift through to find the things you actually want...
as far as features i actually use it seems to be on par with zbrush, but people on the internet are saying it is a decade behind... perhaps I am behind what is going on in studios but I would be curious where the lag is because for me I just need subdivision layers and basic brushes. Some autoretopo stuff is a bonus but I almost always either start from base mesh or do manual retopo so its not something i care a lot about. But I mostly just do basic realistic style characters, perhaps if you are doing "zbrushy" stuff like hyper complicated armor with panels or something like that where you just make it up on the fly - yeah i dont think you could do that very well in mudbox.
it is nice! pretty exciting, i grew to dislike sculpting over time because if you dont work regular enough in zbrush it is just a big chore to refamiliarize with it, and I always feel like I spend 50% of my time tweaking the program rather than just working... spent most of the day just sculpting in mudbox and didn't really have to change anything to feel like the workspace was "ready for work" if you know what i mean.
Regardless, I'm glad that's not a thing anymore.
Anyway, as to why after 2021 it may have got worse, that might be because it is a ukranian development and i think 2021 is when the war began?
overall it seems like the program is like a programmers pet project that they use to build various things that strike their interest, and not so much something that was made to solve a production problem and then iterated on to improve that.
For now mudbox has become my go to sculpting app (goes to show how much I dislike zbrush), and toolbag remains my texturing/baking app. i am completely in love with toolbag even though it still lacks some key things like a clone brush, but for the most part i just love how simple it is to use. everything is just drag and drop, it is so easy to manage complicated layer stacks without really thinking about.
Last Modified: 2023-01-28 05:16 -03