@@Polygonlin ...I don't think Maxon is quite the serial app & plugin killer that Autodesk has proven to be. They bought Redshift and have incorporated it into their product line with a fair level of commitment, it seems. With ZBrush, they probably intend to do the same, but have imposed their own coercive licensing model onto it, which of course, ticks most ZB users off, understandably. I don't think it will scare studios away, though. Individual artists who have to buy it, themselves, may be upset enough to look elsewhere.
After leaving high school, I started studying 3D. At that time, Blender was just beginning to build its community, and Blender Guru was not yet a standout. By the time I started at TAFE, I was already pretty good with Blender. However, my lecturer, a veteran who had worked on several major movies, had us using 3DS MAX. I really didn't like that program, and for half of the assessments, I used Blender and exported to MAX. By the time I left TAFE, it became very apparent that MAX was out, and MAYA was in. And now, here we are today, with Blender challenging the industry, and Unreal Engine being used for movies.
@@ashdalat. i work for a major game company as a principal envy artist. no one cares what you use as long as the job gets done. we use max maya blender houdini and modo for var things and blender is gaining because of its plugins like decal machine. its not the software that counts its your work. keep working every day and you will get there. high quality artists are always in demand and will be trained if they need to be.
@@marsmotion I got 20-30 rejections @@, 2 years blender and zbrush and substance painter learn from membership of cg fast-track I think I am good enough for the job but these companies don't even bother about my portfolio, I have been searching for a job for about a month now and still no job, I think I should do other job and turn 3d into a hobby as free time
fun fact, i used mudbox to sculpt the kraken from Aquaman in 2019, along with a couple of other creatures! although the kraken was split on different parts and some other people used zbrush for that!
@@danialhamza551 i don't. Development for it has stopped and also I'm not using Linux anymore,which was one of the reasons why I would hot into mudbox more often than not. At ilm Linux machines are used and every time I had to sculpt I had to export obj frommaya , switch to my windows box to use zb etc, at the end it was faster to use mudbox as I could send from/to maya with a single click
That's the truth. I think it was some crazy impulse buy on their part. They bought it without putting any real thought to it. They presumed that their monopoly in the 3D application market would instantly make ZBrush users leave for Mudbox...just because it was owned by company that makes their major 3D application. That didn't happen and then they had an "Oh Crap...that was a stupid idea" moment. The moment they jettisoned the creators of the app, was the moment they threw in the towel on Mudbox.
@@dnashj33 Well Said, brothers. Sadly Mudbox is not the only victim of Autodesk, you know how many programs they bought & freezed or they almost killed !
@@DodaGarcia i expect useful/ meaningful updates periodically. most companies pitch it as more frequent updates but gone are the days of actual quality updates with new features / nm actually testing the updates.. now they blast stuff out every week that are bug fixes because they didnt do it right to begin with
I always look for ways to buy a one-time-payment license and download. That way, if the software maker flops (with their subscriptions and whatnot) but I like the tool they made, I can always have that version to fall back to.
I still use it. I do blocking out in max, import to MB, sculpt, rturn to max, retopo and UVW unwrap, rig, tyhen back to MB for textures. Its a pretty solid workflow actually.
I've lost track of how many 3D art-related job postings I see that mention Mudbox in their description. Mudbox, ZBrush, etc. Maya, Max, etc. I worked on Avatar 2, and they literally don't care what program you model or texture in - as long as the model can be published from Maya, and as long as the textures are TIF. Mudbox could be so much better now, but....honestly, it is still perfectly usable as-is. I still use it, if only because I like being different.
A software that was once industry standard only for fall into obscurity through neglect and other rise of other 3d softwares. interesting to learn about.
For 10 bucks a month you have to deal with Autodesk's bloated app management and license software. It's not even the price but the headache of installing and running the license.
I have been doing 3d for 30 years. And I've used Max since the dos days and Mudbox since it was commercially available. I liked the UI and clean, easy feel of Mudbox *LOADS* more than zb and during those early to mid 2010s thats what I used. The one guy was right about getting good in Mudbox in just a couple months. I still have my zbrush I bought in like, 2006 as well. At some point along the way they changed the UI and made it nuttier if you can believe that. I had got used to the old nutty way so I didn't transition well. I can only just now use it for something again now. Mostly for fast retop/uv, speaking of.... I noticed he waited to close on 3d coat. I want to say that 3dcoat has the best retopology, uv, and sculpting tools imho. Best in that you can do an easy fast button press result that is about 90% there, but also the long slow way where you can draw splines where you want the edge flows or UV islands. Especially if you have to fix someone else's(nearly ready) model or scan for retop/uv. For example, you can adjust the UV islands and scale in 3dcoat and the texture goes along with it. You don't have to to a bunch of baking back and forth, it keeps them together for you with no effort. IF you go with the voxel sculpting, you can just do whatever you want and autoretop/uv it later. Literally just minutes to make it ready for texturing in substance painter. I really enjoyed Sculptris and can still recommend it if you have a nice retop/uv tool to supplement that tool. I used it for free even though I had a zbrush license. I just wanted to get in and sculpt something and it was nice, clean, and fun.
After trying (and successfully making my first ever sculpt for a game) Zbrush for the first time, I was wondering how are people ok with this way of creating things as I've been doing hardsurface modeling for a decade or longer and I never thought anything could be this bad UI wise. I've never had to use shortcuts exclusively within first 5 mins of learning a program just to achieve what I want to do in it. I still haven't figured out how to save things properly, I had to use autosave files to recover my work as well..
@@karthouw The greatest sin Zbrush commits is that you can't just open it and sculpt, the default is to work in whatever that stupid shit is you start in Zbrush. 2.5d mode I think it's called? Worse than the worthlessness of 2.5d mode, it calls 3d models: tools and you gotta hit the S which we can assume is the "sculpt tool" Why? Stupid, thats why. Zbrush, you would think, would already consider itself a sculpt tool. most people appear to be using it for that. But that isn't how it starts. I bet most users would like to just never have that other mode and be started in "sculpt" mode by default. But every user has to switch modes every time they want to use it if they wish to scuplt. Conversely a tool like Max or Blender you just open it, start doing 3d. Wanna animate, go ahead, wanna sculpt, go ahead. If I had to engage "3d mode" to get out of 2d flipbook mode to start doing 3d in 3dsmax every time I opened the damn thing, I would have picked something else right away. The 2nd great sin zbrush commits is save isn't saving. You're in the wrong mode again and that time you thought you were saving, you really weren't. haha.
14:37 - Lesser known? 3Dcoat brought the first really revolutionary UV packing algos, uv topology with curves (again revolutionary in 2011), udim support immediately after ptex,ptex support (2010); Ukranian developer, heavily used software in Japan, etc. Just because American studios look at 3DCoat "down" because its economic pricing, doesn't mean it is a less used software. All 3DCoat painintg and pbr materials have literally shaped 10+ years of the vfx industry. Sculptris was the experimental branch for 3D coat voxels. People, do your research.
I still use it. I like the interface and feel better than Zbrush. The painting tools surpass Blender's (at this time). Autodesk should add PBR materials capabilities to Mudbox. Wishful thinking.
Why? Since when Autodesk bought it they fired every single person working on it and stopped developing it. This is why it didnt see any updates, the idea was to merge its feature set into max or maya, but when they lost all engineers working on it there was nobody to do it, they were left with a trademark to a software they didnt know how to update and needed years to find people to figure it out. Meantime zbrush that almost sees no updates and is a stagnated dated turd somehow menaged to catch up a bit ( but only a bit, it still lacks even the most basic features).
Рік тому+3
Woaw, King KOng was composed in Shake !!! Long time ago software but was great.
Typical Autodesk. They buy a software, technology, and stop really developping it... Like killing Softimage, transfering the awesome CAT animation system to 3dsMax. Now CAT is frozen in time, 15 years ago.
It seems that if autodesk picked up dev for mudbox again they could easily make it relevant again.. it had such a good base. wonder what they're doing with all that subscription money...
In terms of organic creature modeling i still use Mudbox altough im pretty sure zbrush has it licked. Thing is Mudbox is very simple. but does fall short in features. some basic tools it should have could vastly improve it. but one of its major downfalls is its inability to not be so nitpicky. Bringing in a model from another application is very VERY difficult, as Mudbox will complain on many things if the model isnt perfect to its liking. And despite you beliving yourself to have a ready clean model, it still will complain about something. and though such fixes may prove to be beneficial in the longterm.. in the short term all you want and need to do, is have a finished product to use, and mudbox can get in the way of that happening.
@@NeoElix only to make the bugged and ugly maya. Softimage, mudbox and 3ds max would have been great products if it wasn't for the stupid people who made the choice to kill those softwares and give priority to maya
I'm keep being baffled how zbrush, what that insane shitty GUI, has such dominance. That GUI is so bad. For years, has not changed and keeps being horrible. I can not understand why user have not boycotted them because of this. It feels so bad
The UI is completely drag-drop customisable, so what you see us just a base layout. Working artists (with wildly different approaches) take what they need and place those tools around the viewport for immediate access, plus make a custom menu or two. That's why they don't rebel, it becomes super comfy and fast once they know what they need.
Mudbox is still used by a lot of people. Zbrush has a horrible interface, whereas Mudbox has a great interface. I do a lot of work in mudbox. The guy who designed the Zbrush interface wants shooting.
i know zbrush interface is lot wiereder but, the functionality is great, it took me like a week to get used to it, but still default controls are just bad.
Well if Autodesk neglected the development of Mudbox until Foundry caught up and surpassed it with Zbrush, would Blender catching up to and surpassing Maya/Max in a couple of years be a possibility? To me, Autodesk seems to be interested in buying as many products as possible, rather than being focused on keeping the products they have up to the industry standards.
Just a heads up: ZBrush was Pixologix's not foundry's. In the opinion of many artists, Blender has already surpassed Maya as far as modelling is concerned. What "saves" maya is the Arnold renderer and of course the far superior animating/rigging tools. It's basically a rigging/animation software at this point.
It's unlikely for blender to ever become a default within the industry. Its support just isn't able to keep up. On top of that, everything that blender does, a dedicated software does better. Blender can't be the best while also doing everything. You have to choose one or the other.
@@_S_P_A_C_E_M_A_N_ I disagree. after all, its development is far faster than these other programs. next month it should be the first to be able to use native hardware raytracing from AMD and intel cards, and is popular enough that substance, unreal engine, unity, and sketchfab all support it directly or via 1st party addons. sure, it may not be houdini till they get an in-house simulations developer, but tools rarely limit an effective artist, and at this point I find it's largely a personal choice between maya, blender, and C4D, with a recent explosion of people using UE4 as a realtime renderer.
Mudbox can still handle a single model with 500 million+ easily, ram is the only limit. Zbrush starts to fail post 100 million in any important tasks like baking maps unless you break every thing down to seperate subtool.
Mudbox started as an alternative to Z-Brush, with a better interface and easy to use in comparison to Z-Brush. If Autodesk hadn't gotten it's grubby hands on Mudbox in 2007 it likely could have competed with Z-Brush in being industry standard-- which would have forced Z-Brush to actually improve their GUI. I use and like Z-Brush, but it definitely could benefit from some competition.
Zbrush was not, and technically never has been a 3D program. it's 2.5D, and 90% of its suite was just 2.5D illustration for a good while. think of adobe after effects' 3D support. only technical support. The sculpting workflow is so weird, because all of it, is just options within a single tool. Think of it like entering "transform and warp mode" in photoshop. Originally, you went into the mode, sculpted a thing, and exited, and the object lost its editability, so you could position it in 2.5D. That's why it's so fast, it's not true 3D, but a representation that can be exported.
Autodesk did boost Mayas Sculpting tools, and they work pretty good. But Mudbox had a fantastic display and Screen drawing method that could draw 10s of millions of polygons on the screen with very little overhead in performance. That's something that still brings Maya to its knees.
Lots of the usual garbage in the comments about which software is best, as if 3D art was a sport and everyone had to pick their team to support. 3DMax, Maya, and Blender, all do much the same thing and all are equally useful and are used by artists for different reasons. The video is about Mudbox which was killed by ZBrush. If Autodesk made Mudbox into a full PBR painting and sculpting programme it would be very useful.
@@xalener thank you! I am guessing they output to interchangeable formats. Our little studio has used Lightwave for 25 years but the writing is the wall for that software. I'm an illustrator so I am always looking over shoulder at what the 3D department is up to and making excuses why I don't use 3D. ,😅
lets get real here. Any time autodesk 'aquires' a software, the likelihood it becomes abandonware increases dramatically. Beyond 3ds max, Autodesk doesnt innovate on their products much. Ive been watching this happen with Maya every since the 2008 acquisition from Alias|Wavefront.
Mudbox is still good,everybody know Who is Ian Spriggs...He is only using Mudbox for sculpting and texture too.. and the result is God-like..Mudbox is software but,it is very important who uses it.Skill,experience and so much more.We are hoping Autodesk wakes up and develops again. very easy to use and Ui is still the best...
That's "why" in a nutshell. It's abandonware. Autodesk is a software version of the "Borg," from the Star Trek series. Mudbox was too much of a niche application (not enough $$$ to be made) for the corporate executives to commit to its future development. They bought it and killed it, like a lot of plugins they bought for 3ds Max (CAT, Particle Flow, ClothFX, etc.).
Mudbox is great for modelling faces as the cameras are good. You can line up your photo reference accurately Z brush has some tools like dynamesh that means its great for being independent of topology constraints Mudbox has a great layer system and I prefer the feel of the brushes than zbrush which to my mind has blobby brushes I also think that mudbox is better for creating surface detail on your models. I've lost count of the zbrush models that have that dragged texture look with ultra fine detail that looks like the normal maps are cranked up too high. Unfortunately mudbox has been left behind and we are left with zbrush. We can only hope that the developers at blender will take the features I just mentioned and incorporate them into their products so we can move on and have something with the power of zbrush without its awful interface. We can also say goodbye to autodesk who have also killed my workflow RIP Softimage xsi I loved the xsi mudbox combo.
Not for Inventor at least. It's still the most affordable proper industrial CAD tool, and it's basic FEA and simulation stuff is not bad either, neither is it's Autodesk CAM plugin. Compared to the capability of Solidworks, and the dumb user interface, and very high price of Creo, Catia or NX, it's still one of the best for general industrial design work. And if that's too expensive, There's Fusion, which I've never used but I've heard is very good for one man companies and even more serious hobbyists needing cheaper CAD software.
One word- Autodesk. Mudbox died the day Autodesk acquired it. For a short time, it was a worthy competitor to Zbrush until Autodesk bought it and stopped developing it. Since then Zbrush has left it behind in the dust. Autodesk is an innovation killer, the only reason Maya and 3ds max is still alive is because a lot of studios has their pipelines built around it.
its way less about interop as everyone uses fbx. its about features and a lively dev of the soft. autodesk let it go stale. why i dont know. curr im using coat and its revolutionary application of pbr to voxel volumes directly. i got tired of zb interface it just sucks and coat does more in the box for video game production than zb and i like i can do retop and uvs there if i want to and even paint stuff. its amazing.
The real reasson why mudbox died is cos it can't handle millions of polys flowly like zbrush. And it is because Zbrush is CPU based soft and mudbox is GPU soft based...
Stop the lies. I could sculpt a 60 million polygon model on a gtx 9800 in mudbox back in the day where zbrush degraded the farther you went beyond 10 million. Mudbox had performance, UI and the texture painting was light years beyond zbrush. Autodesk simply dropped the ball just like they did with XSI.
It's such an absolute waste, autodesk made a right mess of their potential ecosystem...look at substance, that integration done right. I updated mudbox to 2024, it has NOT one, update (,unlike 2023). I'm calling ceased development this year on for it. Maya and Max are eventually going to be punished if autodesk do not get their act together. Blender is redoing their animation pipeline over the next 3 years. The wave is changing again, I say this as someone that was a very focused Lightwave user that uses Maya. Maxon aren't out of the shadows either, blenders acceleration rate is astonishing, and zbrush need to keep putting out pipeline defining features that make the Payment worth.
Max has been getting some love the last few years and apparently has a lot of updates in the pipeline. Its still needs polish and more updating on some of the critical tools, but its a far cry from where it was 7 years ago. I think we can thank Blender for this. I don't use Maya but I heard many users complaining that Max is getting all the attention now and Maya is getting table scraps for updates.
Zbrush has become laggy and buggy, I'm already using mudbox for work and it was always a better program. Autodesk should not have stopped development. What a bunch of losers they are.
Autodesk is a cancer on the 3D industry. It acquired and killed its strongest acquisitions. Softimage XSI and Mudbox should be the backbone of 3D game and entertainment development. Instead we have tired bloated pigs like Maya and Zbrush with its awful user experience and interface.
"In 2007, Autodesk acquired Mudbox."
You can stop it there. That's like saying "in 2007, all core development and support improvement halted".
Mudbox had everything to become the industry standard . Autodesk killed it dead with neglect
Yep, and Maxon is in the process of doing the EXACT SAME THING to Zbrush.
It also had stiff competition.
In my mind Zbrush has always been the industry standard.
They're basically a holdings company buying out to monopolize
this
@@Polygonlin ...I don't think Maxon is quite the serial app & plugin killer that Autodesk has proven to be. They bought Redshift and have incorporated it into their product line with a fair level of commitment, it seems. With ZBrush, they probably intend to do the same, but have imposed their own coercive licensing model onto it, which of course, ticks most ZB users off, understandably. I don't think it will scare studios away, though. Individual artists who have to buy it, themselves, may be upset enough to look elsewhere.
After leaving high school, I started studying 3D. At that time, Blender was just beginning to build its community, and Blender Guru was not yet a standout. By the time I started at TAFE, I was already pretty good with Blender. However, my lecturer, a veteran who had worked on several major movies, had us using 3DS MAX. I really didn't like that program, and for half of the assessments, I used Blender and exported to MAX.
By the time I left TAFE, it became very apparent that MAX was out, and MAYA was in. And now, here we are today, with Blender challenging the industry, and Unreal Engine being used for movies.
Yea Max sucks.
@@ashdalat. maybe you are not pitching right companies , assuming you are good at blender
@@ashdalat.sure, keep shilling, theres plenty of jobs for blender
@@ashdalat. i work for a major game company as a principal envy artist. no one cares what you use as long as the job gets done. we use max maya blender houdini and modo for var things and blender is gaining because of its plugins like decal machine. its not the software that counts its your work. keep working every day and you will get there. high quality artists are always in demand and will be trained if they need to be.
@@marsmotion I got 20-30 rejections @@, 2 years blender and zbrush and substance painter learn from membership of cg fast-track I think I am good enough for the job but these companies don't even bother about my portfolio, I have been searching for a job for about a month now and still no job, I think I should do other job and turn 3d into a hobby as free time
fun fact, i used mudbox to sculpt the kraken from Aquaman in 2019, along with a couple of other creatures! although the kraken was split on different parts and some other people used zbrush for that!
@@danialhamza551 i don't. Development for it has stopped and also I'm not using Linux anymore,which was one of the reasons why I would hot into mudbox more often than not. At ilm Linux machines are used and every time I had to sculpt I had to export obj frommaya , switch to my windows box to use zb etc, at the end it was faster to use mudbox as I could send from/to maya with a single click
Mari didn't originate from the Foundry. It was a WETA in-house tool first before being acquired by the Foundry which then released it in 2010.
I wish Autodesk would have never bought Mudbox. The program would be far more advanced by now.
That's the truth. I think it was some crazy impulse buy on their part. They bought it without putting any real thought to it. They presumed that their monopoly in the 3D application market would instantly make ZBrush users leave for Mudbox...just because it was owned by company that makes their major 3D application. That didn't happen and then they had an "Oh Crap...that was a stupid idea" moment. The moment they jettisoned the creators of the app, was the moment they threw in the towel on Mudbox.
@@dnashj33 Well Said, brothers. Sadly Mudbox is not the only victim of Autodesk, you know how many programs they bought & freezed or they almost killed !
pirate it
Mudbox was so much easier to learn than zbrush.
I hate subscription models. You'll wind up paying more than what the program cost. Think about pay to win games
Ikr 😢
That depends a lot, especially with how frequent you expect updates to the software to happen.
@@DodaGarcia i expect useful/ meaningful updates periodically. most companies pitch it as more frequent updates but gone are the days of actual quality updates with new features / nm actually testing the updates.. now they blast stuff out every week that are bug fixes because they didnt do it right to begin with
Yeah just look at how stagnant maya is and what they did to Softimage (rip)
I always look for ways to buy a one-time-payment license and download. That way, if the software maker flops (with their subscriptions and whatnot) but I like the tool they made, I can always have that version to fall back to.
I still prefer Mudbox's layer system over Zbrush's. Other than that, it's fallen far behind unfortunately.
@@gaboherrera Yes, that is true and is kind of annoying but I love the layer mask per layer. It's like having multiple morph targets
I still use mudbox. I hope autodesk improves it.
It's sad.... I really loved Mudbox. I still use it here and there.
I still use it. I do blocking out in max, import to MB, sculpt, rturn to max, retopo and UVW unwrap, rig, tyhen back to MB for textures. Its a pretty solid workflow actually.
@@WaspMedia3D Nice!!!!
I've lost track of how many 3D art-related job postings I see that mention Mudbox in their description. Mudbox, ZBrush, etc. Maya, Max, etc.
I worked on Avatar 2, and they literally don't care what program you model or texture in - as long as the model can be published from Maya, and as long as the textures are TIF.
Mudbox could be so much better now, but....honestly, it is still perfectly usable as-is.
I still use it, if only because I like being different.
A software that was once industry standard only for fall into obscurity through neglect and other rise of other 3d softwares. interesting to learn about.
After watching this, I think Zbrush might face similar fate after acquisition by Maxon. I hope I am wrong.
I think Maxon were lacking in their modelling department, whereas Autodesk already had Max and Maya for that, and bought Mudbox in order to kill it.
TL;DR: Autodesk ruined yet another product, like they did with Softimage.
For 10 bucks a month you have to deal with Autodesk's bloated app management and license software. It's not even the price but the headache of installing and running the license.
man, they'd have to pay me *at least* $50 a month to put up with all of that bogging me down.
I have been doing 3d for 30 years. And I've used Max since the dos days and Mudbox since it was commercially available. I liked the UI and clean, easy feel of Mudbox *LOADS* more than zb and during those early to mid 2010s thats what I used. The one guy was right about getting good in Mudbox in just a couple months. I still have my zbrush I bought in like, 2006 as well. At some point along the way they changed the UI and made it nuttier if you can believe that. I had got used to the old nutty way so I didn't transition well. I can only just now use it for something again now. Mostly for fast retop/uv, speaking of.... I noticed he waited to close on 3d coat. I want to say that 3dcoat has the best retopology, uv, and sculpting tools imho. Best in that you can do an easy fast button press result that is about 90% there, but also the long slow way where you can draw splines where you want the edge flows or UV islands. Especially if you have to fix someone else's(nearly ready) model or scan for retop/uv. For example, you can adjust the UV islands and scale in 3dcoat and the texture goes along with it. You don't have to to a bunch of baking back and forth, it keeps them together for you with no effort. IF you go with the voxel sculpting, you can just do whatever you want and autoretop/uv it later. Literally just minutes to make it ready for texturing in substance painter.
I really enjoyed Sculptris and can still recommend it if you have a nice retop/uv tool to supplement that tool. I used it for free even though I had a zbrush license. I just wanted to get in and sculpt something and it was nice, clean, and fun.
After trying (and successfully making my first ever sculpt for a game) Zbrush for the first time, I was wondering how are people ok with this way of creating things as I've been doing hardsurface modeling for a decade or longer and I never thought anything could be this bad UI wise. I've never had to use shortcuts exclusively within first 5 mins of learning a program just to achieve what I want to do in it.
I still haven't figured out how to save things properly, I had to use autosave files to recover my work as well..
@@karthouw The greatest sin Zbrush commits is that you can't just open it and sculpt, the default is to work in whatever that stupid shit is you start in Zbrush. 2.5d mode I think it's called? Worse than the worthlessness of 2.5d mode, it calls 3d models: tools and you gotta hit the S which we can assume is the "sculpt tool" Why? Stupid, thats why. Zbrush, you would think, would already consider itself a sculpt tool. most people appear to be using it for that. But that isn't how it starts. I bet most users would like to just never have that other mode and be started in "sculpt" mode by default. But every user has to switch modes every time they want to use it if they wish to scuplt. Conversely a tool like Max or Blender you just open it, start doing 3d. Wanna animate, go ahead, wanna sculpt, go ahead. If I had to engage "3d mode" to get out of 2d flipbook mode to start doing 3d in 3dsmax every time I opened the damn thing, I would have picked something else right away. The 2nd great sin zbrush commits is save isn't saving. You're in the wrong mode again and that time you thought you were saving, you really weren't. haha.
14:37 - Lesser known? 3Dcoat brought the first really revolutionary UV packing algos, uv topology with curves (again revolutionary in 2011), udim support immediately after ptex,ptex support (2010); Ukranian developer, heavily used software in Japan, etc.
Just because American studios look at 3DCoat "down" because its economic pricing, doesn't mean it is a less used software.
All 3DCoat painintg and pbr materials have literally shaped 10+ years of the vfx industry. Sculptris was the experimental branch for 3D coat voxels. People, do your research.
We use maya, max ,UE5 and zbrush substance painter, designer for clothes, blender, and nuke, Houdini...
I still use it. I like the interface and feel better than Zbrush. The painting tools surpass Blender's (at this time). Autodesk should add PBR materials capabilities to Mudbox. Wishful thinking.
For me, the problem is, in Mudbox you can't really customize brushes
Why? Since when Autodesk bought it they fired every single person working on it and stopped developing it.
This is why it didnt see any updates, the idea was to merge its feature set into max or maya, but when they lost all engineers working on it there was nobody to do it, they were left with a trademark to a software they didnt know how to update and needed years to find people to figure it out.
Meantime zbrush that almost sees no updates and is a stagnated dated turd somehow menaged to catch up a bit ( but only a bit, it still lacks even the most basic features).
Woaw, King KOng was composed in Shake !!! Long time ago software but was great.
And Apple killed it :(
All those companies are evil to great softwares.
Hoping Autodesk revives Mudbox to its former glory.
5:34 Worth pointing out that Mari was also from WETA, and Foundry acquired it much like how Autodesk got their hand's on Mudbox.
Typical Autodesk.
They buy a software, technology, and stop really developping it...
Like killing Softimage, transfering the awesome CAT animation system to 3dsMax. Now CAT is frozen in time, 15 years ago.
It's used in MPC. I can vouch for that at least
It seems that if autodesk picked up dev for mudbox again they could easily make it relevant again.. it had such a good base. wonder what they're doing with all that subscription money...
Mudbox - that's a name I haven't heard in a while. I really thought they killed it.
I am still using mudbox, its still good for portrait sculpting.
In terms of organic creature modeling i still use Mudbox altough im pretty sure zbrush has it licked. Thing is Mudbox is very simple. but does fall short in features. some basic tools it should have could vastly improve it. but one of its major downfalls is its inability to not be so nitpicky. Bringing in a model from another application is very VERY difficult, as Mudbox will complain on many things if the model isnt perfect to its liking. And despite you beliving yourself to have a ready clean model, it still will complain about something. and though such fixes may prove to be beneficial in the longterm.. in the short term all you want and need to do, is have a finished product to use, and mudbox can get in the way of that happening.
Autodesk vaccumed up lots of products, toom what they needed and gave them the axe....rip softimage
softimage's fate still breaks my heart
@@NeoElix only to make the bugged and ugly maya. Softimage, mudbox and 3ds max would have been great products if it wasn't for the stupid people who made the choice to kill those softwares and give priority to maya
Autodesk failed a lot of the products it acquired.
You mentioned sculptris from pixologic but left out zbrush core.
Core is useless anyway.
I'm keep being baffled how zbrush, what that insane shitty GUI, has such dominance. That GUI is so bad. For years, has not changed and keeps being horrible. I can not understand why user have not boycotted them because of this. It feels so bad
The UI is completely drag-drop customisable, so what you see us just a base layout. Working artists (with wildly different approaches) take what they need and place those tools around the viewport for immediate access, plus make a custom menu or two. That's why they don't rebel, it becomes super comfy and fast once they know what they need.
Mudbox is still used by a lot of people. Zbrush has a horrible interface, whereas Mudbox has a great interface. I do a lot of work in mudbox. The guy who designed the Zbrush interface wants shooting.
i know zbrush interface is lot wiereder but, the functionality is great, it took me like a week to get used to it, but still default controls are just bad.
Well if Autodesk neglected the development of Mudbox until Foundry caught up and surpassed it with Zbrush, would Blender catching up to and surpassing Maya/Max in a couple of years be a possibility?
To me, Autodesk seems to be interested in buying as many products as possible, rather than being focused on keeping the products they have up to the industry standards.
Just a heads up: ZBrush was Pixologix's not foundry's.
In the opinion of many artists, Blender has already surpassed Maya as far as modelling is concerned. What "saves" maya is the Arnold renderer and of course the far superior animating/rigging tools. It's basically a rigging/animation software at this point.
Foundry would have messed up Mudbox too
yes. just like Adobe, who acquired photoshop, even.
It's unlikely for blender to ever become a default within the industry. Its support just isn't able to keep up. On top of that, everything that blender does, a dedicated software does better. Blender can't be the best while also doing everything. You have to choose one or the other.
@@_S_P_A_C_E_M_A_N_ I disagree. after all, its development is far faster than these other programs. next month it should be the first to be able to use native hardware raytracing from AMD and intel cards, and is popular enough that substance, unreal engine, unity, and sketchfab all support it directly or via 1st party addons. sure, it may not be houdini till they get an in-house simulations developer, but tools rarely limit an effective artist, and at this point I find it's largely a personal choice between maya, blender, and C4D, with a recent explosion of people using UE4 as a realtime renderer.
Mudbox can still handle a single model with 500 million+ easily, ram is the only limit. Zbrush starts to fail post 100 million in any important tasks like baking maps unless you break every thing down to seperate subtool.
Does anyone know what movie or video game that the blue girl 3d model at 8:29 is from?
uhhh Z-Brush came before Mudbox much before and you could sculpt well in that
Mudbox started as an alternative to Z-Brush, with a better interface and easy to use in comparison to Z-Brush. If Autodesk hadn't gotten it's grubby hands on Mudbox in 2007 it likely could have competed with Z-Brush in being industry standard-- which would have forced Z-Brush to actually improve their GUI.
I use and like Z-Brush, but it definitely could benefit from some competition.
@@Smulenify So ?? do you know about a thing called Blen........ in few years its gono take up the Small Industries
i loved to use mudbox :(
*used for painting textures - I thought that was MARI
Funny, i remember when ptex was the new big thing
did zbrush not exits from 1999 and was not as good or better than mudbox ?
Zbrush was not, and technically never has been a 3D program. it's 2.5D, and 90% of its suite was just 2.5D illustration for a good while. think of adobe after effects' 3D support. only technical support. The sculpting workflow is so weird, because all of it, is just options within a single tool. Think of it like entering "transform and warp mode" in photoshop. Originally, you went into the mode, sculpted a thing, and exited, and the object lost its editability, so you could position it in 2.5D. That's why it's so fast, it's not true 3D, but a representation that can be exported.
How do Maya's own built-in sculpting tools stack up? Or does it still offer them?
Autodesk did boost Mayas Sculpting tools, and they work pretty good. But Mudbox had a fantastic display and Screen drawing method that could draw 10s of millions of polygons on the screen with very little overhead in performance. That's something that still brings Maya to its knees.
Maya can't deal with dozens of millions of polygons
Umm people still use mudbox. Its a great alternative when it comes to using things like 16k displacement maps for texturing.
autodesk killed all my favorite software
It has the best UI ever for sculpting software imo.
Lots of the usual garbage in the comments about which software is best, as if 3D art was a sport and everyone had to pick their team to support. 3DMax, Maya, and Blender, all do much the same thing and all are equally useful and are used by artists for different reasons. The video is about Mudbox which was killed by ZBrush. If Autodesk made Mudbox into a full PBR painting and sculpting programme it would be very useful.
Do you know if there is virtual reality sculpting? It would seem like a no-brainer
Yeah actually. There's adobe medium, shapelab, kodon, gravity sketch, and it just kinda keeps going. There's tons!
@@xalener thank you! I am guessing they output to interchangeable formats. Our little studio has used Lightwave for 25 years but the writing is the wall for that software. I'm an illustrator so I am always looking over shoulder at what the 3D department is up to and making excuses why I don't use 3D. ,😅
It's a long list... in addition to the popular titles like Tilt Brush, Gravity Sketch, Maya and Alias have the fully integrated CreateVR.
there's a long list of them! even blender has VR support, though it could get better with a dedicated developer!
15 years from now there might be a video just like this for Maya
Not with Blender as a competitor
lets get real here. Any time autodesk 'aquires' a software, the likelihood it becomes abandonware increases dramatically. Beyond 3ds max, Autodesk doesnt innovate on their products much. Ive been watching this happen with Maya every since the 2008 acquisition from Alias|Wavefront.
thank you but in this time 7:38 What's this program called
Mudbox is still good,everybody know Who is Ian Spriggs...He is only using Mudbox for sculpting and texture too.. and the result is God-like..Mudbox is software but,it is very important who uses it.Skill,experience and so much more.We are hoping Autodesk wakes up and develops again. very easy to use and Ui is still the best...
Ian Spriggs uses Mudbox ..
N his portraits are the realest ...
I don't where you got this but Mudbox was not used to create hair and fur.
in the hand of autodesk, mudbox is doomed although its UI is familiar for most people compared to zbrush
Because autodesk, having bought the program, always sits in no way and does not really develop anything. And how many programs have buried Autodesk
Watch the Substance programs go down the pan now Adobe has got them.
That's "why" in a nutshell. It's abandonware. Autodesk is a software version of the "Borg," from the Star Trek series. Mudbox was too much of a niche application (not enough $$$ to be made) for the corporate executives to commit to its future development. They bought it and killed it, like a lot of plugins they bought for 3ds Max (CAT, Particle Flow, ClothFX, etc.).
It bakes maps cleaner than zbrush and I use it in production still
Mudbox is great for modelling faces as the cameras are good. You can line up your photo reference accurately
Z brush has some tools like dynamesh that means its great for being independent of topology constraints
Mudbox has a great layer system and I prefer the feel of the brushes than zbrush which to my mind has blobby brushes
I also think that mudbox is better for creating surface detail on your models. I've lost count of the zbrush models that have that dragged texture look
with ultra fine detail that looks like the normal maps are cranked up too high.
Unfortunately mudbox has been left behind and we are left with zbrush. We can only hope that the developers at blender will take the features I just mentioned
and incorporate them into their products so we can move on and have something with the power of zbrush without its awful interface.
We can also say goodbye to autodesk who have also killed my workflow RIP Softimage xsi I loved the xsi mudbox combo.
"..animals and other stuff..." lol
Autodesk bought it.
There. That's the whole reason.
Lol, i never knew Mud box existed before watching THIS video.
HARD to imagine autodesk owns. Autodesk successfully marketed maya, max & autocad.
We can only hope follows the same path. Let Autodesk stick to cad.
Softimage, TrueSpace flashback anyone?
I think this story might repeat itself for other Autodesk products...
Autodesk and Adobe are giant software killers
Not for Inventor at least. It's still the most affordable proper industrial CAD tool, and it's basic FEA and simulation stuff is not bad either, neither is it's Autodesk CAM plugin. Compared to the capability of Solidworks, and the dumb user interface, and very high price of Creo, Catia or NX, it's still one of the best for general industrial design work.
And if that's too expensive, There's Fusion, which I've never used but I've heard is very good for one man companies and even more serious hobbyists needing cheaper CAD software.
please stop rocking back and forth on your chair while recording the audio, the volume levels keep fluctuate and its hard to listen too
One word- Autodesk. Mudbox died the day Autodesk acquired it. For a short time, it was a worthy competitor to Zbrush until Autodesk bought it and stopped developing it. Since then Zbrush has left it behind in the dust. Autodesk is an innovation killer, the only reason Maya and 3ds max is still alive is because a lot of studios has their pipelines built around it.
its way less about interop as everyone uses fbx. its about features and a lively dev of the soft. autodesk let it go stale. why i dont know. curr im using coat and its revolutionary application of pbr to voxel volumes directly. i got tired of zb interface it just sucks and coat does more in the box for video game production than zb and i like i can do retop and uvs there if i want to and even paint stuff. its amazing.
autodesk did what it does best, abandon software even though they are a software company.
acquired by Autodesk....
Autodesk is a joke if you’re not an architect or an engineer.
10/10
Anything autodesk touches turns to s@#$
Summary of the video: Mudbox stopped getting updates and new tools. Other software kept developing and updating.
STOP PLACING THE ADS IN THE MIDDLE OF THE VIDEOS ....
No need for a lenghty explanation to "what happened to Mudbox?" the answer is simple: "Autodesk"
3dCrash,..er I mean 3dCoat...
3D Coat > Mudbox
😂😂😂😂 if you are sculpting weird stylized things for sure
bruh do you even lift ?
The real reasson why mudbox died is cos it can't handle millions of polys flowly like zbrush. And it is because Zbrush is CPU based soft and mudbox is GPU soft based...
Stop the lies. I could sculpt a 60 million polygon model on a gtx 9800 in mudbox back in the day where zbrush degraded the farther you went beyond 10 million. Mudbox had performance, UI and the texture painting was light years beyond zbrush. Autodesk simply dropped the ball just like they did with XSI.
tldr: the AutoDesk curse
It's such an absolute waste, autodesk made a right mess of their potential ecosystem...look at substance, that integration done right. I updated mudbox to 2024, it has NOT one, update (,unlike 2023). I'm calling ceased development this year on for it.
Maya and Max are eventually going to be punished if autodesk do not get their act together. Blender is redoing their animation pipeline over the next 3 years. The wave is changing again, I say this as someone that was a very focused Lightwave user that uses Maya.
Maxon aren't out of the shadows either, blenders acceleration rate is astonishing, and zbrush need to keep putting out pipeline defining features that make the Payment worth.
Max has been getting some love the last few years and apparently has a lot of updates in the pipeline. Its still needs polish and more updating on some of the critical tools, but its a far cry from where it was 7 years ago. I think we can thank Blender for this.
I don't use Maya but I heard many users complaining that Max is getting all the attention now and Maya is getting table scraps for updates.
That's what happens when you sell to autodesk 😊
Please change your accent! 😆😉
who version android
Laughs at go z it almost never works
It work with blender, tried with Maya but not work 😔
Autodesk, the graveyard of 3D applications.
They raised the price on this since this video was made 😂 No new features and no development at all. Yet they want to make more money from it.
Blender. Next...
Zbrush has become laggy and buggy, I'm already using mudbox for work and it was always a better program. Autodesk should not have stopped development. What a bunch of losers they are.
Softimaaajsh
Autodesk is a cancer on the 3D industry. It acquired and killed its strongest acquisitions. Softimage XSI and Mudbox should be the backbone of 3D game and entertainment development. Instead we have tired bloated pigs like Maya and Zbrush with its awful user experience and interface.
Nobody? lol
What country are you from, your method of talking is so weird. So to say do
Sorry but i just can't fully vire your vidoes. Your voice and method of pronounce is so annoying
Absolutely! Horrible...
📌 The first 1,000 people to use the link will get a 1 month free trial of Skillshare: skl.sh/inspirationtuts05231
My reaction that this: 0:32 - 0:33
what ever tuchs autodesk they die
Nobody use... Artstation realistic artists 😂😂😂😂 wtf