Zbrush 2021 vs Blender 3.0

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  • เผยแพร่เมื่อ 14 ธ.ค. 2021
  • My experience and thoughts on Zbrush modelling when compared to Blender 3.0 sculpting on a Ryzen 3960x 24 core CPU + Dual RTX 3090 GPU.
    Edit ** Using a low resolution mesh + multi resolution modifier gets similar performance to zbrush. ** Edit
    As for the recent Maxon purchase. I can only applaud Pixologic for lasting for 10 years without forcing users to pay for upgrades every year. It was a brilliant run while it lasted and I started back in version 3 or 4 so I have nothing but admiration for Pixologic.
    I hope Maxon takes some time to improve the default interface and workflow in Zbrush though because I am definitely not a fan and think the common functions could be made far more accessible and having things like a Blender workspace for various tasks like sculpting vs hard surface would be a nice start because everything is currently smashed into drop down menus and a few pie menus which is quite a broken user experience.
    #zbrush
    #maxon
    #blender
    #sculpting
    #3d
    #blender3.0
    If you found this useful and want to show some appreciation you can buy me a coffee - www.buymeacoffee.com/dirkteucher
    / dirkteucher
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ความคิดเห็น • 75

  • @DirkTeucher
    @DirkTeucher  2 ปีที่แล้ว +8

    EDIT *** You can get really good performance and almost as good as Zbrush with the multi resolution modifier. IT IS NOT AS BAD AS I THOUGHT .... YAY :D
    If I start with a cube and then add 5 levels on the multiresolution modifier it is still not quite as fast and responsive as Zbrush but it is fast enough now in 3.0 which is great! There is still a few minor problems in Blender like when doing a boolean to merge objects into one mesh and then remesh as that still crashed in some scenarios for me where it would not in Zbrush. But I think I need to test it out a lot more to figure out where the limits are there. And these are minor problems. I will be doing more sculpting in Blender going forward.
    Thank you to the people dropping comments about how I need to use a mesh with a much lower resolution in Blender from the start and you were right thank you! I was testing with denser meshes from Zbrush and back in 2.90 I was using the subdiv modifier which was really bad for some sculpting workflows as I have now learned.
    Thank you for your help and suggestions please keep them coming if you have any more.
    And I suggest Blender users check out Noggi for a breakdown of all the 40 Blender brushes and how they work th-cam.com/video/eFhXnUoxCjw/w-d-xo.html

  • @joze5303
    @joze5303 2 ปีที่แล้ว +12

    just today Joseph Eagar got a dev grant from blender, his works starts in jan 2022 to help with sculpting. So at least one developer is working on sculpt stuff like performance maybe. i just wanted to share that good news I dont know enough about multires sculpting in blender to fix your issues.

    • @DirkTeucher
      @DirkTeucher  2 ปีที่แล้ว +5

      That is good news I did not know that thank you. I hope Pablo Dobarro comes back to work on the sculpt tools again at some point too, he did some awesome work on the sculpt tools this year.

    • @joze5303
      @joze5303 2 ปีที่แล้ว

      @@DirkTeucher yeah I hope so too

  • @AlHowell
    @AlHowell 2 ปีที่แล้ว +1

    This is cool to see. Thanks for sharing!

  • @musashidanmcgrath
    @musashidanmcgrath 2 ปีที่แล้ว +6

    People not very experienced with Zbrush make the mistake of just comparing performance Vs Blender. Yes, years ago when ZB was 32bit and our computers were potatoes, it mattered. Not so much anymore with the hardware we have(although if you want to make that comparison then make it against ZB's ability to work at up to 500,000 million verts - HDGeo - and bake down 8K UDIM displacement maps) The comparison should be made in the workflow, and ZB's incredible ecosystem of tools that all work together seamlessly. At the deeper level Zbrush is still years ahead of Blender sculpt mode, and I don't say that lightly. There are way too many things to go over in a YT comment section, but even the Clay brush engine in ZB is on another level than Blender, and that's just for starters. ZB UI is only an issue to those who don't know the program very well. Also, mate, RedWax? :D

    • @DirkTeucher
      @DirkTeucher  2 ปีที่แล้ว +2

      I know what you mean but performance is also important. If you get slow feedback on a brushstroke or if undo takes a couple seconds it matters a lot. I made this video in like 20 minutes to post to blender reddit for help and have since had some good advice . Do you have any advice on how to improve performance in blender that is not already in my pinned comment?
      And yes you would need weeks to properly cover all the different features. Zbrush is the best if you can manage to learn the UI and the really ... REALLY weird workflows compared to any other software out there. I mean they don't even put the file dropdown menu in the same place.... its "alpha". Weird AF user interface and I feel like I have to re-learn the damm thing every year as I only use it every few months and I have had it for 10 years. But yeah as you say the clay feedback you get is amazing in Zbrush, the brushes are so damm good, it just feels nice to use it when laying down brush strokes and feels better than anything .... though Nomad sculpt is pretty close.
      And don't hate on the redwax it's the best wax ;) .... perhaps weirdly enough I like a slightly modified gorilla matcap too when doing creatures.

  • @rizamoriza9931
    @rizamoriza9931 2 ปีที่แล้ว +5

    Yeah I think Zbrush prrform better for low spec hardware especially with hi poly stuff. Like u said Blender Sculpt UI feel better .

  • @cry2love
    @cry2love 2 ปีที่แล้ว +2

    Radically great video.
    If you can compare other software like here, plz do!

    • @DirkTeucher
      @DirkTeucher  2 ปีที่แล้ว +1

      Appreciate the like thank you. I will definitely be doing more videos like this one.

    • @cry2love
      @cry2love 2 ปีที่แล้ว +1

      @@DirkTeucher Wow! This is a great news! THIS IS YOUR NICHE in 3d world!

  • @BlenderRookie
    @BlenderRookie 2 ปีที่แล้ว +2

    I have never used Zbrush, but you are correct, blender import is slow and once you get into the 10s of millions of faces in blender the interface tends to slow down, especially on slower hardware. The bain of my blender existence is the ctrl z(undo) that can in some cases take so long the interface crashes or seems to have crashed.
    That said, the reason I have never tried other softwares like zbrush is because I am super cheap and blender is free. I have been using Blender since 2015 and it has come a long way in that time. The mere fact blender is free and is comparable to paidware is all the reason I need to stick with it. The advantages some of the paidwares have over blender for me is simply not worth the price. But then again, my Blender projects are rather simplistic.

    • @DirkTeucher
      @DirkTeucher  2 ปีที่แล้ว +1

      Part of my problems with the slow Blender viewport were with me not doing it right. I mention some ways to improve the experience in a pinned comment above. I think if all you want to do all day is sculpt then Zbrush is the one to choose and it is 100% worth it for the time you will save but there is still things that you can do in Blender faster than in Zbrush so there is some trade off. But I do not want to sculpt all day. I want to do 3d printing, hard surface modelling, UV unwrapping, character animation, simulations and so on. And in my opinion Blender beats Zbrush any day of the week in those areas and even Maya in some of those cases.
      Blender is an incredible piece of software and it may be free but I do pay the developers whenever I make money using it ;) By the way I see you enjoy making fluid simulations. You should definitely check out RealFlow, EmberGen and Storm if you have not already. They used to offer free trials and the software can do some amazing stuff I am sure you will find fascinating and may even want to try out yourself ;) I also subbed to your channel, you have some awesome simulations and I would not class those and "rather simplistic" as you said haha. That's some mad skills and patience there mate. I do however think that if you tried to do the same thing in RealFlow you would find yourself creating content a lot faster than you could with Blender + MantaFlow. I have used Realflow and v10 is so much faster to simulate than Mantaflow but it's expensive which definitely stops me as a casual sim guy from wanting to use it more than the 3 months I did. If you can get it on some sort of deal though I think you would love using it with Blender for the rendering side.

  • @Thesupperals
    @Thesupperals 2 ปีที่แล้ว +6

    There were a couple of things that directly impacted an unfair comparison and the first one starts with how you started out with your component upon import. The second problem was directly with the installment of Blender; It does not know that you are using AMD or how many cores/threads it can work with so at minimum, it uses the lowest general purpose option in the market which has been about 6 threads. Next, Blender does well with dense poly meshes but the issue you're having stems from all the modifiers that would be used to make that model already been applied. This is a big issue because you can't have much expansive manipulation if you apply a modifier and then try to add new ones. Not just that, but the calculations also turn out messy and heavily decrease the performance of the application- thus resulting in a very slow output. Lastly, when Zbrush adds polys they don't exactly help out the sculptor. In a way, they just add a bunch more vertices to calculate into tris everywhere- even where they are not needed, as to where Blender would add faces on a preexisting face. This is huge because no one really wants unnecessarily over abundant vertices to represent a flat plane if you can have a singular poly do the job. So in a way, Blender is really looking out for the retopologizer in every step. When I model, I always make sure my topology is clean so I don't have to do such a dirty job. To be frank, having automatic clean up makes us both look like bad artists.

    • @DirkTeucher
      @DirkTeucher  2 ปีที่แล้ว +7

      Hey thanks for the feedback. Most appreciated and you make some great points.
      1) You are right about how I presented the import looking like an unfair comparison but Zbrush imports that same 2.1 million poly model in 3 seconds and Blender takes about 38 seconds to import the same file. So sorry I should have shown that and I can see how it looks miss leading. I did this video in a rush in one take like most of my videos so sometimes they are a bit rough around the edges ;) Maybe I will do a more comprehensive comparison to show the exact point where Blender works nicely and where it cannot handle the number of polygons and show that experience using all the brushes and trying to remesh. Remeshing a 2.1 million poly model in Blender at 0.1 resolution crashes my system. In Zbrush it takes a couple of seconds.
      2) I do use Blender from an unzipped "stand alone" folder instead of the installer and it runs on a Samsung 970 SSD drive the same as Zbrush. It does detect my threadripper CPU and RTX 3090 GPU's i.imgur.com/mbbunD3.png . So not sure what you mean by "It does not know if you are AMD or not" , could you elaborate on that please? Can I increase the threads Blender uses ???? That sounds awesome. How ???
      3) I think Zbrush adding polys does help this user (points at me) so we can agree to disagree on that point.
      4) I do create "perfect" UV topology in blender as the base mesh and export it at around 80k to 100000 polys to Zbrush then sub divide and model in details at up to 60 million polys and then bake it down to a displacement map that runs nicely on the 100k model in real time and that workflow just works nicely for me with Unreal. If you have another work flow for UE please let me know I would love to check it out. This is one of the workflows I enjoy using for characters th-cam.com/video/0uCNNDt-Mns/w-d-xo.html
      5) With unreal engine 5 I can also export a 80 million poly asset from Zbrush directly into Unreal and have it run in the game in real time and instanced 10000 times in the viewport with no quality loss or FPS dip at all. It is crazy good and it sounds like I am talking bullshit but Nanite does it some how and it is awesome. So I am no longer penalized or restricted by geometry which makes using Zbrush more and more appealing to me. It almost does not matter to me at all how big/dense a 3d model is anymore with the exception of deformable meshes like characters which do still need to be optimized down to around 100k and translucent object. And yes I can get the same visual fidelity in Blender as I can in Zbrush but Zbrush does it a lot faster for me personally. This might be because I have only been using Blender for 2 years and that's cool with me. If you have any good tutorials drop it in the comments please I would love to see it. I need to check out this course from CG Cookie some time because it does look goooooood th-cam.com/video/jAM2HjHvbTk/w-d-xo.html
      6) You are right that adding polygons does not matter. So if Pablo Dobarro can come up with a solution that can make polygons feel like clay when you are sculpting them without using millions of polygons I will be the first person to jump on that bandwagon code.blender.org/2021/06/asset-creation-pipeline-design/ 💌 blender
      7) Automatic cleanup does not make anyone a bad artist if the art looks cool and it matters less and less these days for game performance in 2021. Certainly does not matter in the slightest for static meshes in UE5 anymore. But yes for character deformation I do agree that topology is very important. I might screw some things up with my characters joints when animating going forward and that is ok as I am still learning when it comes to animating my characters in Unreal so lots of fun to look forward to there 😉

    • @BaoBDCPTDuongThe
      @BaoBDCPTDuongThe 2 ปีที่แล้ว +2

      @@DirkTeucher Palbo had decided to quit his job at Blender, he is doing commissions now

    • @DirkTeucher
      @DirkTeucher  2 ปีที่แล้ว +1

      ​@@BaoBDCPTDuongThe Yeah I heard about that. But perhaps he is taking a break and will come back after he has had some down time. I am a programmer myself and if he is anything like me he might just need a break ;) fingers crossed lets see.

    • @afrosymphony8207
      @afrosymphony8207 2 ปีที่แล้ว +1

      @@DirkTeucher thats exactly whatt i heard he is doing, he hasnt quit, just a break

    • @DirkTeucher
      @DirkTeucher  2 ปีที่แล้ว

      @@afrosymphony8207 I really hope so ... fingers crossed

  • @basspig
    @basspig 2 ปีที่แล้ว +3

    Just imagine the computing power needed to render hills and trees and hundreds of these beasts!

  • @johntnguyen1976
    @johntnguyen1976 2 ปีที่แล้ว +1

    Twist ending...your kid grows up to be the most famous 3D sculpter in the world because of being there while you're filming this video. 😍

    • @DirkTeucher
      @DirkTeucher  2 ปีที่แล้ว +1

      😂 so long as my kids are happy then I will be happy. No matter what they choose to do ;)

    • @johntnguyen1976
      @johntnguyen1976 2 ปีที่แล้ว

      100%! Cheers, mate!

  • @makitakitukutuku586
    @makitakitukutuku586 2 ปีที่แล้ว +4

    Blender has this issue on a roadmap for 3.xx versions regarding the pefromance. They want to make a separate subprogram for sculpting. It got great tools but at this moment its probably only good for stylized stuff.

    • @DirkTeucher
      @DirkTeucher  2 ปีที่แล้ว +4

      That's good. I hope something gets done in the next year to improve the performance. It would be fantastic if that happened.

  • @ArmoredColony
    @ArmoredColony 2 ปีที่แล้ว

    Blender is actually made with C. The python API is there to facilitate scripting for people like me xD (just look at all the addons people have made with it). It's equivalent to Zscripts or macros in ZBrush.

  • @samdavepollard
    @samdavepollard 2 ปีที่แล้ว +6

    it's a measure of just how far blender sculpting has come in recent years that a video like this is even possible
    zbrush is still way ahead imo and i don't see that changing any time soon
    how many people will able to afford zbrush in maxon world remains to be seen :-)

    • @DirkTeucher
      @DirkTeucher  2 ปีที่แล้ว +3

      Using a multiresolution modifier on a cube in blender 3.0 gives very similar performance to Zbrush. And I just found out that the slow undo only happens on the first undo . So its actually a lot better than I thought. 🙊

  • @MikeHayesDesign
    @MikeHayesDesign 2 ปีที่แล้ว +7

    I think it's more in the application of the skills rather than pushing raw polygons. I hate the UI of ZBrush. Always have. And removing another application from my pipeline is worth the hit. Having to load a heavy mesh from ZBrush is a non-issue when I sculpt it in Blender to begin with, then retopo and UV it in the same program. Micro-surface detail is something that I use procedural tools for at this point anyways. I'll add it in Substance/materials.
    Combine that with the cost of the ZBrush license, and the fact that their reaction to licensing during the pandemic was draconian, and I'm only too glad to walk away from that program.

    • @DirkTeucher
      @DirkTeucher  2 ปีที่แล้ว +4

      Yeah absolutely agree with you 100% Blender can make amazing art in the right hands and you do not need 20 million polys to make AAA art with Blender. But it sure is nice to use Zbrush to do certain things in a few seconds that would require a different approach in Blender or a different workflow that I would have to learn. And yes the substance displacement painting feature is really useful for micro details too. I tried using blender to paint armor seams for this characters armor too using displacement textures but I gave up and went over to substance as it was taking too long in Blender and was not looking great but perhaps that is my lack of know how there :) . I also use quixel mixer for hard surface textures and it is awesome for that.
      By draconian do you mean the Maxon purchase ? If so yeah I know what you mean and I understand why some people might think that way especially any new users, I would be annoyed. But I paid £250 for the ZBrush license about 10 years ago and have had free upgrades every year since. It was probably the best £250 I have ever spent. And I swear I feel like I have to re-learn the damm UI every year too :D :D :D
      Someone mentioned on twitter that Pixologic has around $1 million in revenue a year which means they would be barely keeping their heads above the water if they only had 20 employees. But my guess is they have been loosing money for a few years. Maxon has 500 million in revenue a year so they might be able to do some cool stuff with the tech and hopefully improve the UI.
      So from my perspective I cannot complain at all about the Maxon purchase despite being disappointed it happened.

  • @666Azmodan666
    @666Azmodan666 2 ปีที่แล้ว +1

    as far as i know the undo of the first move is slow. You must have one move in the story always ... the other newer pipes will perform much better and won't change the settings after undoing ...
    The Zbrush is great and can handle a lot of point movement, but with the 40m model you don't have to use a large brush, so the blender does the job.
    Blender is a 3D program, so it works differently and here it has an advantage when it comes to lighting and the preview is immediately available because we do not switch between programs.
    Rather, Zbrush will always cope better with the number of points due to the fact that it is not a 3d program, therefore it tortures the computer less.
    The biggest pain in a blender is painting high quality textures :\

    • @DirkTeucher
      @DirkTeucher  2 ปีที่แล้ว +1

      Yeah I agree. Blender can do much more than Zbrush can because it does everything (which is awesome) I can use sculpting in Blender and still enjoy it for many projects without needing to switch to Zbrush. And for me also the number one thing I would like to see before blender 4.0 is for painting to be improved in the same way sculpting was this year. That would be so cool to see happen !

  • @ArtPomelo
    @ArtPomelo 2 ปีที่แล้ว +2

    So lets start.
    FBX importer is slow because its implementation is reversed engineered. Cant access the source code and other formats are faster. In the next version obj and stl should get a significant speedup but i am not sure what zbrush can export..
    For sculpting for a long time they are major improvements in the sculpt dev branch but not jet in master. For the undo its slow when you want to undo the first action. Its somehow trying to also undo interface changes (the dev responsible is rather doing other things..) but you can test it by sculpting two time and the undo is fast. If the sculpt object from zbrush is quad based you can rebuild the subdivision in the multires modifier with will try to restore the level. Then you directly have the low res version on lvl 0.
    For the general performance have a look into the settings of blender. Its not autodetecting everything to optimal settings, especially so many cores.
    Zbrush is cpu based and blender needs both. Its not perfectly multithreaded but i can sculpt 40mio sculpts with multires with no problem (except that first undo bug.. gosh i think i will report it again..)

    • @DirkTeucher
      @DirkTeucher  2 ปีที่แล้ว +1

      Posting this video has been so helpful and you and others have given me some great advice so thank you for taking the time to help .
      1) I cut the video while hovering over fbx but I actually always use obj which took 38 seconds to import into Blender and 3 seconds in Zbrush
      2) Yes I know about the first undo now someone else mentioned it also, thank you
      3) Have a look at what settings specifically to improve performance?
      4) If you do report that undo bug/behavior feel free to drop me a link as I will upvote it ;)
      I pinned a comment about this where if I use a cube with a multi res modifier it works a lot better than I ever managed to see before 3.0 and at 40 million polys is almost as responsive as Zbrush. So I am super happy with how Blender is performing now.
      Still a few parts where it is slow and the remesh is not as good as Zbrush but now I think I might be able to do even more sculpting in Blender in the future and I really do not enjoy opening up that Zbrush UI so I am very happy about that :D

    • @ArtPomelo
      @ArtPomelo 2 ปีที่แล้ว

      @@DirkTeucher gltf should be currently the best but other programs cant export it. I hope they can bring the obj import export speedups into 3.1.
      3) They changed things i see. I guess now its just important to specify the gpu optix or Hip.
      4) I will do a proper report to not waste any developer time for easy reproduction. Not sure when though since my bachelor degree is waiting to be finished.. :P
      Sometimes blender is even better with the combination of 3D and sculpting but in the meantime you might want to try the sculpt build for fun. Should be under experimental in the blender download section.

    • @DirkTeucher
      @DirkTeucher  2 ปีที่แล้ว

      @@ArtPomelo yeah agreed gltf is awesome. I built a kids game for Android with javascript + webgl using blender and gltf and it works great even with animations. Though i think the future is probably going to be best in .usd files across most apps. Hopefully. Will save me a lot of time if files just work everywhere like gltf but better.

    • @ArtPomelo
      @ArtPomelo 2 ปีที่แล้ว +1

      @@DirkTeucher Can zbrush export usd? because the next version of blender can work with that and it should be way faster.

    • @DirkTeucher
      @DirkTeucher  2 ปีที่แล้ว +1

      ​@@ArtPomelo No Zbrush does not support USD or PBR only vertex or poly painting. The best thing Maxon could do with Zbrush is update the UI and enable a PBR workflow but I doubt that will happen, people have been requesting that for years.
      I have been using USD with a plugin I am beta testing that exports entire Blender scenes to Unreal Engine in one click. It is awesome. Or if you install Omniverse you can download the NVIDIA blender build with the latest USD export features which also works really well.

  • @arcdipesh
    @arcdipesh 2 ปีที่แล้ว +6

    the problem with blender community is they are reluctant to accept the truth, community should really raise voice to improve performance.after all ,it's our blender. So, lets' make it better by pointing out what is blender lacking.

    • @DirkTeucher
      @DirkTeucher  2 ปีที่แล้ว +2

      Totally agree. Constructive, polite criticism is important. And I have raised a few tickets on "right click select" blender forum and voted up other peoples requests. I really enjoy using Blender but I am also more than happy to point out when there are big problems and the sluggish sculpting and remeshing is for me a big problem (that we can work around most of the time). I did this video because I think the sculpt tools are now at a point where they CAN compete with ZBrush. But not completely until remeshing works at higher resolutions and sculpting needs to work smoothly at 20 - 50 million poly resolution too if you want to be able to produce work at same level as Zbrush artists. Some Zbrush models are 100 million polys. However I also think it is fine if that does not happen in Blender in the next couple of years. Blender does so much more than Zbrush can and if I had to choose only one software I would throw away Zbrush 100% because I am not a character artist primarily but everyone has different orders of importance .
      Pablo Dobarro has talked about using textures to paint displacement and shape so maybe trying to fix this problem from a completely different approach will be the solution. It does not really matter how this gets improved as long as the image looks good at the end of the day.

    • @UnknownDino
      @UnknownDino 2 ปีที่แล้ว +2

      Not really true. We all know it is slower than Zbrush in sculpting, but Blender is a software trying to do EVERYTHING in the pipeline and offer it for free. How do we tell them to "just improve it, bro, make it faster" without sounding like spoiled brats?
      The team is constantly improving it and different artists expect different things from them, It will always take some more time to get certain features right, especially when you are competing with the most powerful sculpting program out there.

    • @DirkTeucher
      @DirkTeucher  2 ปีที่แล้ว +1

      ​@@UnknownDino I have been trying a few different workflows which are now working much faster when I start with a lower mesh count and use the multi resolution modifier. This was not working well in previous versions and I am getting much better results now. I probably need to do another video to show that workflow as it seems to be working very well from the few tests I have done at 30 million polys. I will test for a few more weeks to see if all the tools work nicely first before I jump to conclusions though.

    • @UnknownDino
      @UnknownDino 2 ปีที่แล้ว +1

      @@DirkTeucher No worries man! I have been using blender for 3 years now and still find out about basic features in tutorials online. Multires is far from basic, but it's super useful.

  • @StevenScott_studio53
    @StevenScott_studio53 2 ปีที่แล้ว +4

    now voxel remesh it at 0.001 :D ... Zbrush has one Job "Sculpt" , Blender is a multitool, will never reach Zbrush quality without years of development

    • @DirkTeucher
      @DirkTeucher  2 ปีที่แล้ว

      Haha it crashed my system at 2 million polys trying to remesh in Blender at 0.1 resolution but I forgot to mention that ... 0.001 would set my house on fire :D :D :D . And yes I also agree it will probably take years to get that many polygons moving nicely in Blender or Pablo Dobarro will figure out some alternative cool solution with displacement textures perhaps. code.blender.org/2021/06/asset-creation-pipeline-design/ . Fingers crossed for next year .

  • @ngontri9921
    @ngontri9921 2 ปีที่แล้ว +2

    every model task is better in zbrush, if you know the tools

    • @lubruz7164
      @lubruz7164 2 ปีที่แล้ว

      ...and also ZBrush has many more tools that Blender.

    • @KarelChytilArt
      @KarelChytilArt 2 ปีที่แล้ว +1

      Its all about knowledge and how everything works. As in traditional art. Just be master with tools you have. And its not about software. Sure ZBrush is far away in posibilities in sculpting than Bůender. But for that worklow like IMM brushes and building humans and creatures up Blender is good. It depends what you need.

  • @andrewwells290
    @andrewwells290 2 ปีที่แล้ว

    Blender just much slower than zbrush, but workflow is great, maybe I’m just not familiar with zbrush features, sometimes I really feel to delete blender and jump to zbrush😅

  • @traianboitan943
    @traianboitan943 2 ปีที่แล้ว +1

    C mon man! A threadripper there! I already hate you! :)) I wnat one of that

  • @alexanderboluzhenkov4481
    @alexanderboluzhenkov4481 2 ปีที่แล้ว +1

    So you have mesh with 5 Subdivisions in zbrush, and trying to compare it to 1 subdiv mesh with same polycount in Blender ? Really ?

    • @UnknownDino
      @UnknownDino 2 ปีที่แล้ว +1

      He might lack some experience with multiresolution, which would drastically improve the performance in Blender. Still, he is right, Zbrush is faster in the end (depending on what you do with it).

    • @alexanderboluzhenkov4481
      @alexanderboluzhenkov4481 2 ปีที่แล้ว +1

      @@UnknownDino Subdivision (multires in blender) drastically improve perfonce in zbrush too. So it's not fair to compare without it in blender. By whey it's not fair at all anyway, and even kinda stupid. Since zbrush has fake 3d (2d pixols), there is no real camera there and fake perspective. Fake lightning, hard edges normals and so on, . Zbrush is great for sculpting. But for me only in terms of brushes and performance. But performance vise - you actually don't need so many polys in blender, because you can use soft edges normals, tweak loops with easy, tweak first subdiv level without projection.

    • @DirkTeucher
      @DirkTeucher  2 ปีที่แล้ว

      Yeah I think you are right Alexander. Blender seems to work almost as nicely as Zbrush if I start with a low resolution and subdivide with the multi resolution modifier. I have been using 80k+ meshes and trying to sculpt in small details in blender which for me was super slow in 2.90 with the sub div modifier so I gave up and went back over to Zbrush. Then I tried it again in 3.0 to see if improvements and Blender again just looked like it cannot handle dense meshes so I thought it was still slow (which is not really a problem). But maybe if I make sure I keep the base mesh low enough in resolution I can use the multiresolution workflow. I will test it out some more.
      It does look like 3.0 is much faster. I need to do more testing as I remember that one reason why I stopped using Blender was because the remesh was much faster and reliable in Zbrush but I can work around that if that is the only other problem left.
      Thanks for pointing that out to me, this is why I did this video because I wanted help and for it to work in Blender as I much prefer it! And I have had some great suggestions from everything. I will pin a comment to this video and do another video to show I was wrong (about some of the problems I had) after some more testing in a few weeks when I get some time.

  • @ragnarhrodgarson1952
    @ragnarhrodgarson1952 2 ปีที่แล้ว

    compare Blender and ZBrush is kind of unfair, Blender is realy good and for a 3D Programm also fast in sculpting, and this is the point, it takes a bit of time because it is a real 3D Program, ZBrush on the other hand is a 2.5D Program it handles the polys differently ^^

  • @KarelChytilArt
    @KarelChytilArt 2 ปีที่แล้ว +4

    Blender is 3d, ZBrush is 2.5D. Thats why Blender Cant handle like 100M points for sculpting. I love ZBrush because i am using it for many years. Blender is fine, but i tried sculpting in Blender maybe three Times. With 2M poly mesh. It was good. Sure for me ZBrush is the best. But for not really huge milions polys Blender should be ok. For People Who dont use ZBrush too much Blender is great. I an happy that sculpting in Blender is better and better, but ZBrush and Blender are not competitors. Good video. For me the best thing is that GoB addon 😉 As traditional sculptor i think ZBrush has the best feeling (if you know how to use brushes There) like clay and mass. No other sw has that feeling

    • @nazonrev5087
      @nazonrev5087 2 ปีที่แล้ว +1

      What do you mean by 2.5D? Is it because the view is always orthographic?

    • @KarelChytilArt
      @KarelChytilArt 2 ปีที่แล้ว +1

      @@nazonrev5087 I have to say I dont know. Pixols (as 2.5D) refers for that as pixels with depth so you dont need extra 3d info for that. But maybe it works just for canvas and not 3d in Zbrush. Its little complicated question. But i think ZBrush doesnt calculate parts you dont see at view (I mean the back of subtool for example. but now i think its not the case. Sure you have pespective cameras in ZBrush (sure ortho without Pespective on) and in fbx you can export cameras too. Also for photogrametry you can import pictures for every camera in file. Thats relatively new function. But I dont know exactly. But its fine to have that 100M limit for each subtool. We have also Geometry HD fuction, there you can have details like 1000 M polys. Hope Maxon will help ZBrush with rendering engine which i thik it will come and maybe putting real lights there also. Hope my licence will continue for free but who knows :D

    • @DirkTeucher
      @DirkTeucher  2 ปีที่แล้ว +1

      Yeah I agree. But some users have made comments and I have learned a few things since uploading this video.
      If I start with a cube and use the multi resolution modifier I can get very similar performance to Zbrush at 40 million polys. The first undo is always slow ... but if you just ignore that the rest of the brush strokes you do all undo immediately so it is VERY nice. Much better experience than I was seeing. Check it out if you have not recently.
      I also recently bought the "Nomad" app for an Android tablet for my kids to play with ... but its pretty awesome too and I will be using it when they go off to bed. Very nice user experience.

    • @KarelChytilArt
      @KarelChytilArt 2 ปีที่แล้ว +1

      @@DirkTeucher I have Blender 3 so I will try sculpting there a little after many months. Just for fun.

    • @andrewwells290
      @andrewwells290 2 ปีที่แล้ว +1

      Lol, dude, please don’t say boolshit like this, zbrusg much faster beacause it works pretty good with multithreading and ram😅

  • @ZigealFaust
    @ZigealFaust ปีที่แล้ว

    To me it's not even a contest.
    Zbrush is far superior at making models in a fraction of time than blender as long as you have artistic skills.
    Meanwhile I still use blender for rigging, posing, and animation.

    • @DirkTeucher
      @DirkTeucher  ปีที่แล้ว

      If you had said "zbrush is far better at making organic models in a fraction of a time and is no contest" then I would have agreed with you for the most part. But Zbrush has absolutely nothing like geometry nodes and when using plugins like Buildify th-cam.com/video/QL0L-qC5YUo/w-d-xo.html to create hundreds of custom buildings there are many things like this where zbrush cannot compete at all with inorganic or hard surface modelling for game dev.
      I'm not a character artist so I prefer blender but I would still choose to use zbrush to create characters if I ever needed to.
      In short it depends what you are doing ... use both 🤷

    • @ZigealFaust
      @ZigealFaust ปีที่แล้ว

      @@DirkTeucher My dude, you just use Zremodeler for mechanical stuff what are you on? Even so you can sculpt a mech like anything else and just zremesh with edges detected till the cows come home for same results.

    • @DirkTeucher
      @DirkTeucher  ปีที่แล้ว

      ​@@ZigealFaust We can agree to disagree on that one ;)

    • @ZigealFaust
      @ZigealFaust ปีที่แล้ว

      @@DirkTeucher Nah? If you don't use Zremodeler tools you really can't say it's not good for making mechs. No to mention the IMM capabilities combined with Zremodler.

    • @DirkTeucher
      @DirkTeucher  ปีที่แล้ว

      ​@@ZigealFaust I use zmodeller but i still find the blender way of doing things better. Its ok if you prefer zmodeller it's all good mate . I am 100% sure you are not on your own with that opinion👍 , enjoy.

  • @dommarteo727
    @dommarteo727 2 ปีที่แล้ว

    it is at least cowardice and intellectual levity to compare a program that is 100% created for sculpture (and paid) with another program in which sculpture is one of thousands of functions that it brings, and yet it is free, what a shame.

    • @DirkTeucher
      @DirkTeucher  2 ปีที่แล้ว +4

      Think about what you are saying. You are saying there should be no criticism and no software comparison .... that is madness.
      I was not rude about the problems I had with Blender I simply showed where it fell down next to Zbrush. I also posted this on the blender reddit and tagged it with "help" because I wanted help to figure out if there was a better way to work in Blender. I have had many people give me great advice (not you) and it turns out you can get similar performance to Zbrush if you start with a cube and use the multiresolution modifier. Though remeshing and other features are still not as good as in Zbrush.
      I have also :
      1) Pinned my comment 2 days ago explaining how you can improve the experience in Blender so that it is almost comparable to Zbrush and that I was partially wrong.
      2) Updated the text description in this video
      3) Uploaded subtitle files also explaining there is a way to get better results with the multi resolution modifier and again explaining I was wrong
      If that makes me a coward then yes I am a coward dom loud and proud. I admit when people correct me and tell me there is a better way. I did everything I could to update the info and at some point in the future I might do another video that shows how to get very similar results to Zbrush. As for intellectual levity, yes I laugh a lot. I am a pretty happy person and when I am frustrated sometimes it makes me laugh ... weird isn't it. Not everyone is like you. Try not to take it personal mate. it's just software. Oh and I have paid at least £200 towards blender foundation so far in the last 3 years. I paid £250 for Zbrush about 10 years ago and had free updates from them every year. I want Blender to succeed, I said this in the video ... did you watch the video? Whenever I make money using blender I subscribe and pay them in various ways because I want those developers to get paid well, they deserve it and I owe them.
      You should learn how constructive criticism works as there is great benefit to listening to advice from other people. If you think the feedback I have in this video or this comment is bad you will struggle working in the CG or programming field where there are daily reviews of your art and your code and feedback is given about what is not liked. I have been a software engineer for over a decade and I would be extremely surprised if any Blender developers were annoyed by this video. Because good developers do not fear honest polite feedback which I think this was. Without feedback software remains shit. The key is to give good feedback and not be rude about it and pointing out a bug is not cowardly or intellectual levity no matter what you might think. By the way, just to be clear. I AM NOT SAYING BLENDER IS SHIT .
      Your comment has taught me something too. It is an impossible task not to piss off at least 1 person by doing anything on the internet 🤣 So thanks for your comment.

    • @dommarteo727
      @dommarteo727 2 ปีที่แล้ว +2

      @@DirkTeucher I ask you to forgive me

    • @DirkTeucher
      @DirkTeucher  2 ปีที่แล้ว +1

      ​@@dommarteo727 No problem at all. I respect anyone who can admit mistakes or change their mind when presented with new data. It is how I think too and I make mistakes all the time ! That will never be a problem to me. Thank you for that.

    • @musashidanmcgrath
      @musashidanmcgrath 2 ปีที่แล้ว +1

      Zbrush wasn't '100% created for sculpture'. It started as a 2.5D pixol painting program. Sculpting only came later.