Which one, and why...
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- Horp
1. Z-brush
2. 3DsMAX
3. Mudbox
I'm going round in circles. I really don't want to go to 3DsMax but as good as Mudbox and Z-Brush are they don't seem to ever get used to do anything other than fantasy monsters or human figures, so that is a wee bit off-putting to an outsider like me.
Anyone have any thoughts/advice/preferences?
- baseline_shift0
think about getting blender.
Its a free, opensource, incredibly powerful 3-d program. Its a bit compex, and may not be as user friendly as the 3 you mentioned, but there is a huge on line community.
I actually just started working with it this week.
- I downloaded this, opened it, tried to make anything at all work, and then dropped it.Horp
- did you look at any tutorials. Im starting to understand it.baseline_shift
- Honest answer: No.
Answer that stops me looking like an idiot: Of course I did.
= )Horp
- baseline_shift0
as far as i understand it, zbrush and mud box are like a sculpting experience. I dont think you can work with type and particles and shit. (noob, though. could be wrong)
- on0
i use 2 and 3.
i think 1 does basically the same as 3
do check out 2. so quick to get into. you´ll be hooked after 5 minutes. it´s definitely absolutely the right tool for organic 3d, esp. for people with drawing skills. will be an ephiphany for you. possibilities.
2 is not easy to get into, but does it all. you won´t need most of the complex functions. the learning curve for the basic stuff you need for your 2d/print output is not that steep, get the trial and do a couple of lighting/camera tutorials, i guess you´ll work in 3 most of the time anyway. 2 and 3 work nicely together.
- Horp0
I might start off with Mudbox with a view to getting into 3dsMax later on. On, can I ask, would it possible to do rigid/geometric stuff in Mudbox or is it purely organic?
- dskz0
im with on.
- kult0
Horp, what are you looking to do? Mudbox and Zbrush have very niche uses. 3Ds Max is a universal package, in which you can do "anything".
- Horp0
^ I'm looking to get out of a rut. I have been telling myself for the last two years that I missed the boat on 3D and/or CGI and its too late to start on it. Lately though I've started to think that maybe it hasn't actually become the de facto approach yet and there's still time to learn.
I guess I'd just like to explore something in my own way and see if I can create a new illustration style with it. I'm interested in taking something like Mudbox which seems to be used almost exclusively as a monstermaking package and using it to make 3D illustrations.
I don't actually know kult. I just want to try something new and I don't want to be put off by a mountainous learning curve. I don't want to end up doing the same stuff that other people are already doing though if I can help it.
- on0
hard corners/straight lines are not impossible in mudbox, but it´s really not well suited for rigid/geometric jobs, if i understand you right. it doesn´t have the necessary tools. mudbox mimicks painting and working with stencils, max is the app with rulers and that, for precision work.
- Horp0
On, Kult, if you are still around and can spare me a couple of minutes more...
1. With Mudbox, is it possible, for example, to copy and paste into it a flat shape or shapes (vector or pixel) from elsewhere and then work with that as a flat plan to extrude 3d shapes from?
2. Is it possible to drop in photographic textures and wrap them around a 3d form?
3. Do I also need a separate rendering engine to complete any photo-realistic files? I've seen something called "Mental Images" ?
- on0
test
- on0
1. not exactly, precise extrusions are not a thing for mudbox. what you do is setting up the base object in another application (like max), including extrusion from vector/rasterized source, then import into mudbox, then do the doodling there.
2. yes, that´s exactly what it´s good at.
3. yes, internal rendering options are very limited. won´t get you far.