Yeah meshlab is awesome, I wouldn't recommend my script for any big repair work :). I made the script because I wanted something quick and easy to work with inside Blender, similar to using zremesher passes in zbrush.
I don't know, I see all sorts of new programs that come out and are quickly adopted by the game industry. Zbrush, Mudbox, Modo, Xnormal, Crazybump, dDo, nDo, 3Dcoat to name a few off the top of my head.
Saw this "Clone to Quad" plugin in another thread and I was wondering if anything like it exists for Blender: https://vimeo.com/166291982 Seems to function similar to ZBrush's NanoMesh except without scatter options. Anyone know of a way to do this in Blender?
Pior maybe you can help me out on something that I've been trying to figure out and banging my head against the wall about the GoB export settings from Blender to Zbrush. I'm still pretty new to Blender. I'm trying to export a new retopoed mesh back to Zbrush from Blender using the Gob addon but it seems that the mesh…
Wow, that almost means that we can throw the exported OBJ models with the highest sub-d level from ZBrush to Blender's viewport. :D Nowadays I'll need to either set one or two steps back with subdivisions, or decimate beforehand though.
Hey Eld, you can configure your Zbrush UI with ease. I'm customed to work with a ui similar to modo 302+mudbox, so in Zbrush i have a few custom UIs that covers all my needs and i don't need to acess the menu. I personally don't care too much about UIs if they can be customized, what bothers me is the perfomance editing in…
@musashidan @pior I completely get what you guys are saying, I understand possible scale issues and all that stuff, that's not what i'm saying though.. Let's ignore GoB, ZBrush and stuff - that's not the point, they work as expected. I know how to correctly work with zbrush and it's scale. The issue is - Let's say if…
These videos were likely speed up then. Not everyone has the same level of tolerance when it comes to interaction feedback and framerate, and there is really not mystery here - a million-poly model that runs butter smooth in Zbrush will not be as easy to manipulate in Blender. It's not really an argument or an opinion,…
KDITD : I find that the sculpting mode is actually a pretty good common ground between the Zbrush and Mudbox paradigms, and in some cases it can be more intuitive than both. For instance, having instantaneous control on the profile curve of the brush is awesome, and neither Zbrush and Mudbox are offer such a fluid workflow…
Emulating ZBrush controls may be pretty hard, but you can definitely tinker. For sculpting, you can use this setting to make viewport nav like Maya (alt+lmb) which works well. Definitely dig into the the keymap a bit and see what you can do.