Just curious if anyone else has noticed this firsthand - Zbrush 3.5 seems to be much more performant (I can get a whole lot more polys on screen) than Mudbox 2010.
Not sure why, but subdividing, sculpting, etc are all just much quicker in Zbrush for comparable models.
Maybe this is a driver issue / graphics card hardware thing?
-Tyler
Replies
Mudbox use your graphics cards.
zbrush uses your RAM
What mudbox fixes:
but mudbox has some issues besides performance or modeling from scratch and that is expensive updates and really nasty bugs. Zbrush has the more annoying interface but it can do way more.
Cheers!
-Tyler
Mudbox deals with meshes in a much more simple way, if it's 3D it's here. So you might not be able to subdivide to crazy amounts, but the framerate will always be very consistent and viewport navigation will never slow down no matter the zoom ratio. It might be very crucial if you are used to rotating your meshes alot while working.
I notice that people coming from a traditional modeling background tend to rotate their models more because 3Dviewport navigation schemes are second nature to them ; whereas artists 'picking up' Z or Mud tend to just stick to one angle for a long time, sculpt it, then move to the next.
Also Mud can easily crunch out millions if you install it on a 64bit system, especially on a SSD drive as it seems to access the HD alot between subdivisions. Plus, 8 Gigs of ram, yeaaaah! It's actually a bit odd that Zbrush comes only in 32bit flavor since it is itself quite ram dependent.
but you need a clean quad mesh and much ram...
It's really weird that Z is still only 32bit does that mean it will only ever use 3.4gb of ram no matter what?
When you see a model that is flat and maybe works from one angle you can
be pretty sure that he has rotated very little.
BTW I'd say ZBrush!
The default Z shader seems to work better than some custom ones I've come up with, but the default drives me nuts.
Traditional means real artists, doesn't it?
edit: just got 20 million poly's with zbrush as a test but I heard you can get more with muddy, in the 100's of millions, Wayne Robson swears by it!
edit again: why we are on the topic, how the hell do you render in zbrush? Don't mean texture, just the model.
With a real sculpture you are seeing more of the object, you know its whole surface way more clearly than a 2D pretend 3d.
Seems obvious I know but I press the render button after setting best or whatever and the memory indicator moves then nothing happens, nothing in clipboard either. This was the same with my previous system too.
Everyone here is a "real" artist. I think the only not "real" artists are sculpters that make stuff with garbage...literally, garbage. Or the people that splatter paint and call them selves artists.
I like both programs I will use two. For some reason I prefer mudbox for small - medium assets because of the flatten and scrape tool, which feels a lot more like real sculpting.
Cryrid, it was the slider in the preferences, adjusted that and maximised the sub d poly's then pressed divide. It shot from half a million to 20.
I haven't had the need to have over a million...yet...but then again all I do is mainly props and some environ stuff.
now i'm confused, didn't pior say the exact opposite? o_O
Nah, I think he just phrased it oddly
He said "traditional modelling background", by which I believe he means "3d artists used to max/maya/etc". Then used the term "artists" to refer to actual traditional sculptors.
I might be wrong but I'm pretty sure that's what he meant, given the context.