just to state i'm not actually sculpting in blender, it's all zbrush for me. i do love sculpt/maks/mirror tools in there though for asset tweaking purposes but i only use them as a fancy replacement for what soft selection might have been used for in older software.
Seems to me like one of the main problems with this functionality is not how to implement it, but how to put in the UI. I can say from experience, UI design is not easy and you have to consider quite a lot. Otherwise you end up with something like whatever ZBrush's UI is. :P
Pior -try my fork, it made some fixes to original script. But I remember making gob work for the first time was always problematic, so I'm not sure it will work for you (just follow the instruction in txt file, and try restarting blender zbrush ): https://github.com/JoseConseco/GoB
Ha, unfortunately I am not seeing anything of that kind here on my setup :/ I just tried it with a 6 million triangles mesh coming straight from Zbrush as OBJ (something I would never normally do, as I tend to decimate anything that I want to manipulate outside of Zbrush since anything under 60 fps feels unworkable for me)…
Yup. Blender performance boosted significantly since past few years. Now it runs better at 6,000,000 polygons (That's how far I can push it on my low-mid end PC) than it did before at 500,000. Isn't Ram more important (than graphics card) for "Zbrush" sculpting?
@thomasp I'm curious to ask - I know you adopted Blender a few years ago, mainly interested for hair stuff, I think. Do you use Blender nowadays fulltime for professional work (in conjuction with ZBrush I assume), or do you find yourself going back to Max/Maya to do certain tasks?
I've been looking at Blender's sculpting, and it seems really impressive. I especially like the Dynotopo. Does anyone know specific areas in which it's lacking, compared to ZBrush? I know it can't handle nearly as many polys, and the Multires is supposed to be a buggy mess. I'm amazed though at how many features it…
My english is not good enough to see if its sarcasm or not.:\ I did take a look about Blender sculpting (since I remember it be very hard und uneasy for artists) and the new features changes a lot of things : with Constant detail we don't care any longer with the topology and we can add or substract any object we want…
I'd also like to hear some opinions from freelancers (for 3D modeling and texturing, no rigging or animation) working in the industry: do you think having max or maya is a must, or can blender satisfy everything needed for your job feature wise. I'm not talking about individual preference for UI etc., I mean real…
In terms of stability I'm pretty happy with it. I have used it for more than 10 years though and have a pretty good sense of what might get it to crash. I always save before I start a simulation or any other extremely performance hungry task. Random out of the blue crashes are very very rare in my experience. Please define…