@@josuemartinez9688 They bought zbrush from pixologic. its now Maxon zbrush. before you can buy zbrush for lifetime and now it is subscription based. 2023 was your last chance to buy zbrush for lifetime and you wont get support for it anymore. to get new support you gotta migrate from it and kiss the lifetime one goodbye. and gotta pay a yearly or monthly fee. theyre turning it into a pretty much pay to get new features but also ruining the community too. many of the tutorial videos were taken down and were made private too. now they only do a live stream once in a while and no more tutorials come on their pages anymore either. the list can go on and on. I am only learning zbrush on the 2022 version and dont wanna update or move on from it as I missed my chance to get the 2023 final version due to short on money but it is a subscription based software now but the offers are a bit good since there is a package that lets you use some other softwares with it but they are changing zbrush pretty much and moving it away from being zbrush.
@josuemartinez9688 pixologic used to offer prepatual license and free upgrades for all users,also the features were done specifically for sculpting and in a smart way.
well for handling large polygon counts you need more Ram. if you take the example of a really old laptop like one from 2003-4. around zbrush 2020 it ran on that too pretty easily. I tried zbrush on a old laptop too and it handled upto 6-8 million polygons easily on 8 gb ram and intel 520. but if you need multiple million polygons for extremely detailed characters, youll need that extra ram. around 16-32 gb or even 64 gigs. but with 32 gigs of Ram you can work between 60-80 million polys easily. in 2010 most machines had 16 gigs of ram at that time to be expensive and many studios used it. I recall a game artist made a game character of 40 million polygons back then on the 2010 version. the glove alone was 3-4 million polys and extremely detailed and he baked it in 3ds max on a hand which was 132 polygons low poly. zbrush is good but you need to spend time to learn not only sculpt. the more you learn features and UI the easier your job becomes as sculpting in it is easy once you get the hang of it. only downside of zbrush is you cant do work parametrically for modifiers (type values manually like 3ds max or maya) and curves are hard to learn in the start. but zbrush fully is a good package and you can easily make UVs too in it and even perform baking and retopology if you learn properly. many of its old features still exist in it but some are rarely known to people such as keyshot painting. you can paint textures and blend them directly and paint on a surface too.
Yeah...I sculpt in Blender with Dynatopo...I can only get to around 2 mil before my poor rig starts chugging...I've tried to sculpt with Multiresolution but I can tell it's fake and it hurts my eyeballs...anywho, I can still get pretty impressive results for Blender being absolutely FREE...
@@ZephrusPrime oopf!! 16*8 can be a bit low price . but not 32*4 . just take the RAM that can done the job no need some luxary kind of RAM (RGB .. etc) . that can save some buget
MOST OF YOUR VIDEO IS PROBABLY WRONG. if anything, the only thing pixols might be used for when 3d sculpting is to RASTERIZE to screen. maybe it gains some mileage that way. whatever the case may be, i suspect they have some kind of voodoo going on in their screen rendering simply because of the ever-presence of visual artifacts like trash pixels being left behind during some operations that is completely absent in almost every other 3d program. maybe in allowing for occasional screen garbage, it gets a huuuuuuuge performance benefit or something like that. think about what you're saying - if when sculpting, it's modifying pixols and that then has to interface with the polygons to update the very real geometry information that is present and that can be exported to other traditional 3d programs like maya, all you're doing is ADDING OVERHEAD! pixols probably are most (maybe ONLY) relevant when you DROP TO CANVAS. at that point, it really is alllll pixols with no 3d geometry in play anymore. but anything that traditional 3d artists do in the game or vfx realms is probably just working with polygons and a very very optimized, cpu based pipeline.
Yeah, that is pretty much probably how it goes. 3D models in ZBrush are not pixols at all AFAIK. I've used ZB since 1.x, but not so much anymore. It started out as z-depth based painting software, you basically "dropped" 3D shapes on empty screen, and those got stamped into pixels with z value and normal data. That way you could do complex scenes, that were only 2D + normal data and materials data too. But when 3D mesh editing was added in was 1.4 (?) ZBrush, then those got a separate editing mode, where you didn't have drop anything on "canvas". You definitely are not editing "pixols". Of course remnant of this is the fact that you can still drop those 3D objects to canvas if you exit the mode and drop tools i.e. your model. No doubt they take shortcuts while rendering and gain speed that way (but of course, there is a very easily perceived limit to polycounts used), they don't use Open GL nor Direct X, it is obvious by annoyingly wonky perspective (has gotten better, but there is no proper 3D perspective), also shadows have long been a sort Z-depth based "fake" drop shadows that don't fall realistically.
Pixologic made the best sculpting software with love and grew a happy, prosperous tight community. Maxon shit all over this.
May I ask, how Maxon is doing that? 🤔
@@josuemartinez9688 They bought zbrush from pixologic. its now Maxon zbrush. before you can buy zbrush for lifetime and now it is subscription based. 2023 was your last chance to buy zbrush for lifetime and you wont get support for it anymore. to get new support you gotta migrate from it and kiss the lifetime one goodbye. and gotta pay a yearly or monthly fee. theyre turning it into a pretty much pay to get new features but also ruining the community too. many of the tutorial videos were taken down and were made private too. now they only do a live stream once in a while and no more tutorials come on their pages anymore either. the list can go on and on. I am only learning zbrush on the 2022 version and dont wanna update or move on from it as I missed my chance to get the 2023 final version due to short on money but it is a subscription based software now but the offers are a bit good since there is a package that lets you use some other softwares with it but they are changing zbrush pretty much and moving it away from being zbrush.
@@josuemartinez9688 probably just saying that because of the subscription model, their updates have been good so far.
@josuemartinez9688 pixologic used to offer prepatual license and free upgrades for all users,also the features were done specifically for sculpting and in a smart way.
simply the best sculpting package without a doubt that many really dont want to miss in their software pipeline.
Fantastic Vid - Thanks for the explanation
I use blender but the reality it’s that zbrush it’s better for sculpting.
The water is wet
This is why I use Blender for Blockout
Blender is decent now, if you're a skilled artist u can do wonders with it too.
What is the (technical) difference to 3DCoat?
Used to be called Pixologic. Back when the people running the software were competent
Zbrush is amazing!
I think Zbrush can handle 100kk per subtool. Until you dont turn on Sculptris Pro )
Hey IT, in your description it says "Winter Sale". It's actually Blender's Spring Sale--you might wanna change that asap
Question
With minimum PC system requirements on Zbrush
How much poly I can get? (Max potential)
well for handling large polygon counts you need more Ram. if you take the example of a really old laptop like one from 2003-4. around zbrush 2020 it ran on that too pretty easily. I tried zbrush on a old laptop too and it handled upto 6-8 million polygons easily on 8 gb ram and intel 520. but if you need multiple million polygons for extremely detailed characters, youll need that extra ram. around 16-32 gb or even 64 gigs. but with 32 gigs of Ram you can work between 60-80 million polys easily. in 2010 most machines had 16 gigs of ram at that time to be expensive and many studios used it. I recall a game artist made a game character of 40 million polygons back then on the 2010 version. the glove alone was 3-4 million polys and extremely detailed and he baked it in 3ds max on a hand which was 132 polygons low poly. zbrush is good but you need to spend time to learn not only sculpt. the more you learn features and UI the easier your job becomes as sculpting in it is easy once you get the hang of it. only downside of zbrush is you cant do work parametrically for modifiers (type values manually like 3ds max or maya) and curves are hard to learn in the start. but zbrush fully is a good package and you can easily make UVs too in it and even perform baking and retopology if you learn properly. many of its old features still exist in it but some are rarely known to people such as keyshot painting. you can paint textures and blend them directly and paint on a surface too.
@@maxgordon3194 always render zbrush in keyshot. I'm interested in what you say about paintings. Is there a video that explains it well?
At the cost of accurate perspective camera 😅 most of the time the sculpt that i exported looks way different in other 3d program
Is it a secret? Nomad sculpt on Ipad can handle nearly the same
This comment 👌
You hvnt explained anything about how Zbrush works under the hood.
If I knew, you can rest assured that Ill be making the NEXT ZBRUSH 😅
@@InspirationTuts, so why did you make this video?
Yeah...I sculpt in Blender with Dynatopo...I can only get to around 2 mil before my poor rig starts chugging...I've tried to sculpt with Multiresolution but I can tell it's fake and it hurts my eyeballs...anywho, I can still get pretty impressive results for Blender being absolutely FREE...
hi
At the same time . the high polygon it go it can with a Fat ass Ram . 8_RAM that okay . 16 was nice. 32 now we can talk . 64-128 it time to cook
Yep I run 64 and I need 128.
@@ZephrusPrime oopf!! 16*8 can be a bit low price . but not 32*4 . just take the RAM that can done the job no need some luxary kind of RAM (RGB .. etc) . that can save some buget
MOST OF YOUR VIDEO IS PROBABLY WRONG.
if anything, the only thing pixols might be used for when 3d sculpting is to RASTERIZE to screen. maybe it gains some mileage that way. whatever the case may be, i suspect they have some kind of voodoo going on in their screen rendering simply because of the ever-presence of visual artifacts like trash pixels being left behind during some operations that is completely absent in almost every other 3d program. maybe in allowing for occasional screen garbage, it gets a huuuuuuuge performance benefit or something like that.
think about what you're saying - if when sculpting, it's modifying pixols and that then has to interface with the polygons to update the very real geometry information that is present and that can be exported to other traditional 3d programs like maya, all you're doing is ADDING OVERHEAD!
pixols probably are most (maybe ONLY) relevant when you DROP TO CANVAS. at that point, it really is alllll pixols with no 3d geometry in play anymore. but anything that traditional 3d artists do in the game or vfx realms is probably just working with polygons and a very very optimized, cpu based pipeline.
thanks for the Feedback!
Yeah, that is pretty much probably how it goes. 3D models in ZBrush are not pixols at all AFAIK. I've used ZB since 1.x, but not so much anymore. It started out as z-depth based painting software, you basically "dropped" 3D shapes on empty screen, and those got stamped into pixels with z value and normal data. That way you could do complex scenes, that were only 2D + normal data and materials data too. But when 3D mesh editing was added in was 1.4 (?) ZBrush, then those got a separate editing mode, where you didn't have drop anything on "canvas". You definitely are not editing "pixols". Of course remnant of this is the fact that you can still drop those 3D objects to canvas if you exit the mode and drop tools i.e. your model. No doubt they take shortcuts while rendering and gain speed that way (but of course, there is a very easily perceived limit to polycounts used), they don't use Open GL nor Direct X, it is obvious by annoyingly wonky perspective (has gotten better, but there is no proper 3D perspective), also shadows have long been a sort Z-depth based "fake" drop shadows that don't fall realistically.