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Learning Blender and Texturing

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  • マルコ
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    マルコ polycounter lvl 6
    Honestly, the result in the two video shown to me looks quite inferior to the Zbrush screenshot from the original question.
    Is it because of the person's skills? 
    That's surely also a factor, but I think it's largely due to the fact there is an organic quality to sculpting that you simply can't capture through hard surface modeling without immense effort.
    Because once you lock yourself into a certain topology, you can't easily change direction like in sculpting, and you need to work very hard for certain curved shapes and transitions or details sculpting gives you for free, you guys know that.

    If anything, the fact the chosen reply was hard surface modeling, instead of showing that Blender Trim-equivalent brushes are actually good, the equivalent to AccuCurve, or that same quality achieved through sculpting alone, to me is a telltale sign Blender isn't on the same plane-field level of Zbrush yet in terms of sculpting... 

    Sorry guys, I'm not  convinced ^_^'

    ...that said, after looking and considering Maxon pricing and subscription model, my conclusion is: F*CK THEM.
    We vote with our wallets, and they are too greedy, hope they fail, along with anyone running subscription models on software. 
    I'll stick to Blender.

  • stray
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    stray greentooth
    マルコ said:
    ...to me is a telltale sign Blender isn't on the same plane-field level of Zbrush yet in terms of sculpting... 
    Well, as Blender-only user, I agree. Blender is not the same and, even with all the sculpting updates in recent years, it quite possibly will never be the same - Zbrush is highly specialized tool with insane sculpting performance (that treats geometry in completely alien way as far as I understand), where Blender has a wide array of other useful tools that can make life significantly easier. You just can't expect to apply the same logic to both editors.

    That said, if I'm not mistaken, the closest equivalent to Trim brush is "Scrape".
    You need to look into brush settings, because they didn't set them up to be "like Zbrush" by default.
  • マルコ
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    マルコ polycounter lvl 6
    Anyone familiar with EEVEE and Principled Volume?
    As you can see in the img. below I have a Principled Volume shader on a cube, adding a blue tint, but it has a kind of "checkboard" pattern that doesn't disappear in viewport, even after a wait...


  • マルコ
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    マルコ polycounter lvl 6
    Another question, still in EEVEE:
    if I have a mirror plane bisecting the table, why the light from the HDRI isn't reflecting on the mirror to illuminate the underside of the table???
    As you can see, it's completely black...
    EDIT: after some playing around, my takeaway is "stick to cycles". Setting it to GPU makes it extremely fast even in viewport, and it does the bounces by default :S
  • Eric Chadwick
    Yeah EEVEE takes shortcuts, to render at interactive framerates. It's a tradeoff.
  • pior
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    pior grand marshal polycounter
    Re. flatten : not a skill issue at all.

    While the above replies make a fair point about some designs benefiting from subdivision modeling, your observation still stands : as far as I am aware Blender doesn't have a reliable Flatten brush. (Or is does it now ? Perhaps someone will chime in on that.)

    IMHO even the Zbrush implementation of Flatten is quirky, with TrimDynamic being very powerful of course but not quite a Flatten. As a matter fact I've recently been in need of some simple but delicate sculpting for a project and I had to resort to good old Mudbox2012 again. I keep it installed pretty much just its Flatten.

    As far as I know the closest thing to a having proper Flatten brush (that actually flattens surfaces without raising them or lowering them or oddly affecting the surroundings) in Blender is to use a variant of the Smooth brush with a high value. But that doesn't always work when following along complex, twisting surfaces.
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