The problem with default dyntopo settings is the level of detail on your brushes depends on how close you are zoomed in to the area you are trying to edit in the viewport causing the amount of vertices to easily go out of control very quickly. You can counter that by setting dyntopo to constant detail, click the dropdown icon on dyntopo and select detail there choose constant detail, detail level value will change to resolution to avoid uncontrollable generation of topology. A new option will also appear "detail flood fill" which will update the entire model detail level to what you set resolution getting rid of too much resolution in certain areas, you can fiddle around with that to find what level of detail suits you for what you are doing at the time, this should help you quite a bit if you didn't find out about it already and avoid crashes.
Yeah somebody told me that the default settings might have messed it up for me. It's actually a really interesting option though, being able to adjust the density depending on the zoom! But yes constant detail helped a lot! Thank you so much for the help mate !
@@carl3d Big pb of Blender, there's nothing equivalent to the Slice Brush that would cut the geomerty and define a polygroup. In Blender, Lasso Face Set does something similar... except it uses actual geometry rather than slicing a new one. That really sucks. I keep using ZBrush to define polygroups with the Slice tools, to make quick retopos while sculpting :/
Hahah good to hear, it's soo important! All rules and important things should rhyme in my opinion so it's hard to forget :P Thank you so much for your support mate, I appreciate you!
There's already a couple of comments recommending the pose brush for trying to, well, pose limbs, but shift > right-click repositions the pivot point for the transform gizmos in sculpting. Masking is also absurdly powerful in Blender, especially when combined with the cloth brush, cloth filter, and mesh filter. I recommend having a play with shift > A in sculpting and looking at the supplementary keybinds Blender provides down the bottom of the window when certain tools are activated. 'A' is your general mask menu options.
You're right the shift > right-click worked ! When I tried it before the gizmo didn't update... Is there also a way to adjust the pivots rotation before rotating the masked area? In Zbrush you can "unlock" the gizmo, move it freely and rotate it around and then lock it again. The shift >A menu is brilliant! I just love how convenient Blender feels. Thank you so much for sharing your knowledge mate, really appreciate it!!
@@carl3d There is, but with somewhat considerably more difficulty than ZBrush, I'm afraid. When you select one of the transform tools, at the top menu bar, underneath where it says Sculpt Mode, View, Sculpt, Mask, etc. you'll see two dropdown menus: Transform Mode and Orientation. Orientation allows you to change the orientation of the pivot to a different mode. Unfortunately, none of the choices are "custom" in any way, shape, or form. So your best bet is either to set it to View, which will anchor the orientation to the camera so that the rings will always face you, or, set it to Cursor, which matches the 3D Cursor in Object Mode. The 3D Cursor can be rotated manually by degrees in the N-Panel (press N to toggle > View Tab > 3D Cursor) or you can select the 3D Cursor in the left hand toolbar (in Object Mode; press T to toggle) and set its orientation to Geometry with the same dropdown menu, before clicking somewhere on the mesh. The 3D Cursor will inherit the orientation of the normals you click on. Back in sculpt mode, the rings will have aligned to the 3D Cursor. I know, it's obscenely convoluted compared to just adjusting the damn pivot like Zbrush. Ironically, you can adjust the pivot just as easily in Blender, just not in sculpt mode, only object mode. But you're most welcome for the shift-A menu :) Good luck in your transition from the industry titans! One last masking tip I have is the pair of interlocking rings roughly in the top middle of the menu bar. That's the automasking dropdown. It has options for things like automatically masking by cavity, connected vertices, mesh boundaries, view normals (facing you), area normals (where you sculpt), and more.
@@Arjjacks Aaah I see. It's weird that you can't just customize the pivot, I mean it's such a simple operation. But it's not really a dealbreaker. Atleast it's nice to know that I don't have to spend time looking for this option. Oooh that's a handy feature. I use masking by cavity on 99% of my sculpts so that's gonna be a life saver! :P Thank you, it's going to be a long and bumpy road, haha! And thank you so much again for taking your time to help a noob in need!
@@carl3d Yeah . . . about that overwrought essay I wrote at nearly two o'clock in the morning my time, while either of those methods for adjusting the pivot's orientation would certainly . . . work, after a fashion, it's actually much less convoluted and silly to just set the orientation to local, switch back to object mode, hit ctrl > period to unlock the pivot, rotate it to how you want, then jump back into sculpt mode and shift > right-click where you want the pivot to be. Ctrl > period to lock the pivot in object mode again once you're done. Can't believe I didn't think of it last night. What a numpty :') XD No worries, glad to be of (very roundabout) service :D
Oooh is it like masking based on cavities or something? I can't seem to find the option? I tried using the F3 searchbar to search for it but i simply get the "Grow Mask" option, which just expands the mask 🤨
@@carl3d My bad. It's the EXPAND MASK BY TOPOLOGY that I was talking about. There is a hotkey for it: SHIFT+A While in sculpt mode and hovering your cursor over the model. It just grows a mask along the topology based on where the cursor is. Its under the mask tab in sculpt mode.
Very nice. It's good to see people open minded enough to see what is happening on the other software (well that and Zbrush absolutely insane price range :p). Just one thing, be careful about your audio, there is a lot of artefact in your recording. I don't know if that's because of your compression or your mic itself, but it almost made me want to stop the video because the random sound artefacts were getting a bit unerving.
Yeah, I think trying out all options is def the best thing you can do! Especially for the wallet 🥹 Nah but seriously love trying alternatives! Aah yeah… Got a comment on that already and I agree it sound horrible.. So sorry about that, I will definitely do better in the future. I think it’s actually the limiter on the recording software. Seem to distort areas around where the audio peaks. I’ll ease up on the limiter next time and see if it works😭 Thank you so much for the feedback though and not to mention for keeping watching through the terrible audio !😂 You rock 🔥
I love blender! Only problem is it isnt so great at handling sculpting past a certain poly count. Zbrush and 3Dcoat doesnt suffer as much with that. Wish the performance would increase over time, then it be the number one sculpting software.
Completely agree! I guess the problem is that Blender HAVE to use actual polygons so we can actually do animation etc. Zbrush don’t use polygons but “fakes” it with pixles (pixols), making the polygons not impact the performance and you’re able to sculpt at a higher resolution. And its not before you export it, it becomes 3D. So as long as we have to work with actual 3D in Blender we’re quite limited.. I think a good solution would be for Blender to switch over to the pixel technology when entering the sculpting workspace for example and then converting the model to 3D once exiting/switching workspace again 🤔 would love to stay in one software for the whole production!
with blender 4.2 you can move the pivot point by shift+right clicking on the model where you want the pivot point while in move/scale/rotate/universal mode. you cant have it float in space like in zbrush but 99 percent of the time, the pivot point being somewhere on the model is fine. if you really need it somewhere off in space you can create some dummy geometry and put it on there/delete it when youre done
Great, I'm gonna have to update it and try it out! Oh that's actually a really clever idea creating a dummy geo. Definitely gonna, use this. Thanks a lot mate!
I can understand people wanting to go with the industry standards, 100%. I too have friends and colleagues that prefer Maya and Zbrush. I still prefer Zbrush myself because of the power and shading etc. In the end it’s just tools and the preference is of course subjective. If Zbrush were free I probably wouldn’t even have thought about sculpting in Blender tbh. But I like to try different things so I’m glad I did😅
oh yeah , you'll think about blender once you see the price of ZBrush / Maya, it is absolutely insane, I would understand if you do it for your Job but if you are just a hobbyist I wouldn't recommend paying 900$ for Zbrush when Blender is completely free, you can pretty much do anything in blender, once you pass the learning stage, you will realize that is a miracle that blender is free.
This! 👆 Going with Zbrush and Maya as a hobbyist or even freelancer is gonna hurt.. My first year freelancing I stuck to these softwares, and this was before Maya Indie License was released, so I ended up spending 2 months of my income just to pay for the softwares, THEN I could start earning 😩 But yeah, if you work for a company that provide you with license then you're fine. As long as you work there 😳
see once u learn zbrush / maya its about convenience as well as workflow rather than just saying blender is inferior people should i prefer zbrush over blender sculpting because not just that blender is less "viable" as well as zbrush just feels better even with it as steeper learning curve it has too many advantages even for some "hobbyist" who has zbrush but since blender is a jack of all trades it can be used for major project but not a powerful one and its just you need to know how different tools works even if its of same genre and dont discourage others from using x software just cause of this disadvantage let them explore, that is also part of being a 3d artist
100%, well said. I mean in the end all the softwares are just tools. I support no matter what software somebody uses, but I do get others that “judges” me for switching to Blender over Maya. And before that I got people hassling me for not transitioning to Blender. I don’t really get why some people get so religious over softwares. I can get the same result with Blender as I do with Maya on majority of the projects I’m working on. So why shouldn’t I use it, you know? If I had access to Maya instead I would’ve used Maya, cause in the end it’s just a tool. Zbrush definitely has better performance and additional features that improves sculpting, but many of the times people don’t even need it. I now use both based on what I need to create. If it’s something very high res I consider the cost of license renewal compared to my earnings and use Zbrush if I feel I need it and it adds up. So like you said, people should definitely explore and make the choice themselves :)
Aaah yes I definitely have to take a look at the posing brush! Kind of frustrating bruteforcing it like I did.. Thank you I looked up the multi res modifier, and that looks amazing, it's kind of like sDiv in Zbrush, super convenient! However I noticed when I moved back some levels and tried to sculpt at a lower res, just to modify the overall shape. The model got ruined when turning up to the highest level again? Is this just a bug on my end or can I in fact not jump back to sculpt on a lower resolution ? Thanks for the tips, I appreciate it!
I’m very found trying to shift things around mid sculpt to be a bit more work than it’s worth, even using pose and face sets and whatever else - I’ve found it so much easier to try and get as much sculpted while the joints are all free from each other, so that once the model is in the form I want, the arms and head etc can still be freely moved - then I only have to connect and remesh. You can use simplify brush plus dynotopo to set out detailed areas, then switch dyno off. I’ve found this much better for my potato laptop.
Yeah usually I use Zspheres in Zbrush to change up the pose but even then it's a lot of cleaning up.. That's actually soo clever! I'm gonna try to steal your workflow from now on :P I've seen artists like "SpeedChar" on youtube do this, if you've heard of him. Where he just keeps all the limbs separate, but never actually tried to adapt it. But now I for sure have to try it out! Omg there's a "simplify bursh"?! That's super helpful... I'm gonna check it out. Haha, artists working on potatoes is on another level! Thank you so much for all the great tips man! I really want to get more into Blender, so getting some help is highly appreciated. You rock!
@@carl3d it’s the cleaning up of the mesh after posing that I hate, in my opinion it feels much more natural to form eg. An elbow or knee once the parts are posed, rather than spend ages making a knee and then stretching the mesh out to pose it. The simplify thing I got from someone on UA-cam, I was finding the similar problem you had with dynotopo especially when my settings were off and it was making the polys smaller and smaller as you zoom in 😮💨 so many crashes.
@@davidburns9766 lol couldn't agree more. It actually sounds so stupid when you put it that way. Imagine spending an hour sculpting a knee only to bend it -> smooth the entire shit out and then restart Ouf yeah, it doesn't help either coming from Zbrush where I feel like I can just be stupid and go mad with polys.. I didn't even know that the polys got smaller as I zoomed in whaat? Have your potato stopped crashing now after you started simplifying ?
@@carl3d I still occasionally find myself sculpting far too far ahead, then realising it’s gonna be a mess when I pose so having to slice it off 🥲 I don’t remember which setting it is - it may not have been the issue you had specifically, it’s like relative detail I think, in the drop down menu of dynotopo, so depending how far out or close you are, dynotopo changes it for you - resulting in about a gazillion polys. I don’t usually use it to be honest, I try to keep all my parts seperate, and just keep remeshing as I go, can generally sit around 1million before the laptop tries to take off. Its definitely must have for faces though, especially at the end when you want to go back over and really fine tune. I think I would enjoy zbrush a lot, just can’t justify that price tag!
@@davidburns9766 That sucks... Kinda sounds like me, like all the time.. I used to get too fixated on details one area at the time too early on, so I would create a hyper detailed eye for example and then when I started the lips, I had soo much trouble just getting the basic shapes because the geometry was way too dense. It's better now when I work in a "stepped" workflow. Push the limit of the current polycount on the whole model before moving on. Aaah yeah I checked now, the default setting "Relative Detail" does in fact add denser geometry the more zoomed in you are 🤯 1 mill in blender doesn't seem that bad. I noticed it started lagging here as well around 1mill when using dyntopo. What kind of laptop you currently working on btw?
Heard good things about it, def gonna have to try it! A decent auto retopo would be massive. Zremesher in Zbrush is getting somewhere little by little but it could be better
The only downside with it is the jank. The developers have a habit of shoving in unpolished features, which in turn create a ton of bugs and workflow annoyances, then ignore them in favor of shoving in more unpolished features. It took way too many years just for them to clean up the UI a bit.
Don't sculpt constantly with dyntopo. Add resolution with dyntopo to an area you're working on (Draw brush, Strength 0), then deactivate dyntopo and sculpt on that denser topology.
I tested it on my other computer and it worked! 🤔 re-installed the latest version of blender and it worked on both all of a sudden! Must have been a bug…
Every when i watch videos where People compare ZBrush and Blender, i feel kinda down and sad, because most of the time when it comes to sculpting and creating a scene or a character for animation people prefere Blender for obvious reason, while Zbrush is Great tool for sculpting detailed characters it is all it 's good for, just sculpt use retopology, and use other softwares just to add new things for it. I am sad because i prefere Zbrush more than Blender for sculpting and it was harder for me in blender. (Skill issue perhaps😅)
It's both a curse and blessing :/ Zbrush is such a dedicated software so you kind of HAVE to combine it with other softwares as well to complete a full production. I immediately fell in love with Zbrush when I got introduced to it. And I'm with you 100%, I would have loved to only use Zbrush for everything. But since they started out as a pure sculpting software, there's no point in trying to evolve into a full 3D package, as there's already well established 3D packages out there. It would just be a copy that few would even bother learning as they already know another software doing the same thing. On the bright side, the same thing goes for Zbrush as a sculpting software. Because it's the industry standard and focuses solely on sculpting, it won't be replaced by other softwares anytime soon!
@@БакытжанТалгатулы-я6р Absolutely, us Zbrush enthusiasts gotta stick together! Thank you for taking your time to watch the video and comment, it means a lot :)
Never actually. I kind of want to though, cause it would be awesome to just chill on the go with a tablet. I just need to get a tablet first.. I saw there was an addon or something that made it possible to use Nomad on PC? But I kind of want to try it all natural!
I have it on my iPad Pro. It’s pretty good. I like zbrush more but you could use it to get sculpts started or using it like a sketch book. It has a pretty good pbr as well. For the price it’s a must buy imo. Zbrush is coming out with an app they might make you buy it again though🤬
Nice! That's kind of what I want also. Just being able to do some rough sculpting on the go or chilling on the couch :O Do you feel limited when it comes to detailing vs what the Ipad can handle? Zbrush is always trying to make money... Love the software but it's not meant for the little guy unfortunately :/ Unless that little guy is rich 🤬
Yeah I'm surprised how well Blender handled things. Only part where I started to lag was when I used the trim curve to trim off parts of the mesh. But everything else was smooth sailing! Love it!
@@carl3dtrim brushes are very unstable in blender, you can mask with laso mask brush or any other mask brushes then go to top bar's mask menu then mask slice to new object.after that delete..i know it is to many steps but this is far more stable...you can add mask slice to quick favourites.
@@yashmalhotra9202 Omg that's super useful! Would actually be a better way of doing it. Then I wouldn't have needed to start the ears from scratch over again, but just scale and place them as a separate object. Sculpting in Blender is growing on me more and more. And learning so much from just the comments on this video alone lol! Thank you so much chief!
@@carl3dhaha your welcome. u can do alot of things in blender, it is so customizable, right now im learning blender's python api so i can make a blender addon to speed up sculpting and character modeling.
@@yashmalhotra9202 To be honest I'm just falling more and more in love with Blender. The development is just through the roof I feel like. Damn that's dope, keep me posted on that !
True it’s kinda weird they don’t just use a normal outliner like other 3 softwares but use subtools instead.. yeah for some reason you can disable sculpting (edit mode), I think they wanted to be able to draw in Zbrush at some point also, that’s why.. Seems like they just started a bunch of features but didn’t develop them and instead of getting rid of it they just left it there. Which explains the overflowing messy UI! Oh cool! I agree the raw sculpting part is great. I mostly approach my sculpts with a traditional workflow, very simplified. I’ve spent years in the softwares but know almost none of the features, I just sculpt with the brushes like I would in real life 😂
@carl3d same with the sculpting workflow.. i was always a traditional artist and recently figured out those skills can be transferred over to digital media . The later having more demand in the market can be monetized more easily
More than anything, I hate that everything is a hotkey in Blender. I can see why some people like it, but it feels slow and clunky to me compared to stuff like ZBrush's contextual controls or Maya's marking menus. And all the hand gymnastics wear me out really fast. It's not ergonomic.
Yeah it's definitely not for everyone. I like some of the hotkeys, but I definitely don't use 90% of them. Instead I put the operations into the "Quick Favorites" menu instead of having to memorize all the hotkeys. That's what I liked in the 2.8 update of Blender, you had more access to using the menus and a GIZMO to move! But I def think they should consider bringing in Maya's marking menu, that shit is golden!
The problem with default dyntopo settings is the level of detail on your brushes depends on how close you are zoomed in to the area you are trying to edit in the viewport causing the amount of vertices to easily go out of control very quickly.
You can counter that by setting dyntopo to constant detail, click the dropdown icon on dyntopo and select detail there choose constant detail, detail level value will change to resolution to avoid uncontrollable generation of topology.
A new option will also appear "detail flood fill" which will update the entire model detail level to what you set resolution getting rid of too much resolution in certain areas, you can fiddle around with that to find what level of detail suits you for what you are doing at the time, this should help you quite a bit if you didn't find out about it already and avoid crashes.
Yeah somebody told me that the default settings might have messed it up for me. It's actually a really interesting option though, being able to adjust the density depending on the zoom! But yes constant detail helped a lot! Thank you so much for the help mate !
There is actually a pose brush in sculpting mode you can use to reposition the parts, that might come in handy.
Oooh reeeeally :D I'm for sure gonna have a look at that
Thank so much for the tip!
Pose brush or faceset which are the equivalent of polygroups
@@VBshow3543 Oh that's awesome! I guess you still have to mask out and create the facesets then to use the Pose brush ?
@@carl3d Big pb of Blender, there's nothing equivalent to the Slice Brush that would cut the geomerty and define a polygroup. In Blender, Lasso Face Set does something similar... except it uses actual geometry rather than slicing a new one. That really sucks. I keep using ZBrush to define polygroups with the Slice tools, to make quick retopos while sculpting :/
Fun video to watch, deserves more views:)
''The reference in your mind is never as good as the reference you can find'' will definitely stick with me and my colleagues now:D
Hahah good to hear, it's soo important! All rules and important things should rhyme in my opinion so it's hard to forget :P Thank you so much for your support mate, I appreciate you!
There's already a couple of comments recommending the pose brush for trying to, well, pose limbs, but shift > right-click repositions the pivot point for the transform gizmos in sculpting. Masking is also absurdly powerful in Blender, especially when combined with the cloth brush, cloth filter, and mesh filter. I recommend having a play with shift > A in sculpting and looking at the supplementary keybinds Blender provides down the bottom of the window when certain tools are activated. 'A' is your general mask menu options.
You're right the shift > right-click worked ! When I tried it before the gizmo didn't update... Is there also a way to adjust the pivots rotation before rotating the masked area? In Zbrush you can "unlock" the gizmo, move it freely and rotate it around and then lock it again.
The shift >A menu is brilliant! I just love how convenient Blender feels. Thank you so much for sharing your knowledge mate, really appreciate it!!
@@carl3d There is, but with somewhat considerably more difficulty than ZBrush, I'm afraid. When you select one of the transform tools, at the top menu bar, underneath where it says Sculpt Mode, View, Sculpt, Mask, etc. you'll see two dropdown menus: Transform Mode and Orientation. Orientation allows you to change the orientation of the pivot to a different mode. Unfortunately, none of the choices are "custom" in any way, shape, or form. So your best bet is either to set it to View, which will anchor the orientation to the camera so that the rings will always face you, or, set it to Cursor, which matches the 3D Cursor in Object Mode. The 3D Cursor can be rotated manually by degrees in the N-Panel (press N to toggle > View Tab > 3D Cursor) or you can select the 3D Cursor in the left hand toolbar (in Object Mode; press T to toggle) and set its orientation to Geometry with the same dropdown menu, before clicking somewhere on the mesh. The 3D Cursor will inherit the orientation of the normals you click on. Back in sculpt mode, the rings will have aligned to the 3D Cursor.
I know, it's obscenely convoluted compared to just adjusting the damn pivot like Zbrush. Ironically, you can adjust the pivot just as easily in Blender, just not in sculpt mode, only object mode. But you're most welcome for the shift-A menu :) Good luck in your transition from the industry titans! One last masking tip I have is the pair of interlocking rings roughly in the top middle of the menu bar. That's the automasking dropdown. It has options for things like automatically masking by cavity, connected vertices, mesh boundaries, view normals (facing you), area normals (where you sculpt), and more.
@@Arjjacks Aaah I see. It's weird that you can't just customize the pivot, I mean it's such a simple operation. But it's not really a dealbreaker. Atleast it's nice to know that I don't have to spend time looking for this option.
Oooh that's a handy feature. I use masking by cavity on 99% of my sculpts so that's gonna be a life saver! :P
Thank you, it's going to be a long and bumpy road, haha! And thank you so much again for taking your time to help a noob in need!
@@carl3d Yeah . . . about that overwrought essay I wrote at nearly two o'clock in the morning my time, while either of those methods for adjusting the pivot's orientation would certainly . . . work, after a fashion, it's actually much less convoluted and silly to just set the orientation to local, switch back to object mode, hit ctrl > period to unlock the pivot, rotate it to how you want, then jump back into sculpt mode and shift > right-click where you want the pivot to be. Ctrl > period to lock the pivot in object mode again once you're done. Can't believe I didn't think of it last night. What a numpty :') XD
No worries, glad to be of (very roundabout) service :D
@@Arjjacks OMG that worked like a charm, lol! That's waay easier and even exactly what I looked for 😂
Not all heroes wears capes 🙏
I've found when working on body parts and organic anatomy that using the "grow mask from geometry" hot key is really useful.
Oooh is it like masking based on cavities or something? I can't seem to find the option? I tried using the F3 searchbar to search for it but i simply get the "Grow Mask" option, which just expands the mask 🤨
@@carl3d My bad. It's the EXPAND MASK BY TOPOLOGY that I was talking about. There is a hotkey for it: SHIFT+A
While in sculpt mode and hovering your cursor over the model.
It just grows a mask along the topology based on where the cursor is.
Its under the mask tab in sculpt mode.
@@BoxPossum96 Ooooh that's pretty dope! 🤯 Thanks for the tip mate!
@@carl3d Hey no problem
Very nice. It's good to see people open minded enough to see what is happening on the other software (well that and Zbrush absolutely insane price range :p).
Just one thing, be careful about your audio, there is a lot of artefact in your recording. I don't know if that's because of your compression or your mic itself, but it almost made me want to stop the video because the random sound artefacts were getting a bit unerving.
Yeah, I think trying out all options is def the best thing you can do! Especially for the wallet 🥹 Nah but seriously love trying alternatives!
Aah yeah… Got a comment on that already and I agree it sound horrible.. So sorry about that, I will definitely do better in the future. I think it’s actually the limiter on the recording software. Seem to distort areas around where the audio peaks. I’ll ease up on the limiter next time and see if it works😭 Thank you so much for the feedback though and not to mention for keeping watching through the terrible audio !😂 You rock 🔥
its still very shitty compared to Zbrush, facts
I love blender! Only problem is it isnt so great at handling sculpting past a certain poly count. Zbrush and 3Dcoat doesnt suffer as much with that. Wish the performance would increase over time, then it be the number one sculpting software.
Completely agree! I guess the problem is that Blender HAVE to use actual polygons so we can actually do animation etc. Zbrush don’t use polygons but “fakes” it with pixles (pixols), making the polygons not impact the performance and you’re able to sculpt at a higher resolution. And its not before you export it, it becomes 3D. So as long as we have to work with actual 3D in Blender we’re quite limited.. I think a good solution would be for Blender to switch over to the pixel technology when entering the sculpting workspace for example and then converting the model to 3D once exiting/switching workspace again 🤔 would love to stay in one software for the whole production!
with blender 4.2 you can move the pivot point by shift+right clicking on the model where you want the pivot point while in move/scale/rotate/universal mode. you cant have it float in space like in zbrush but 99 percent of the time, the pivot point being somewhere on the model is fine. if you really need it somewhere off in space you can create some dummy geometry and put it on there/delete it when youre done
Great, I'm gonna have to update it and try it out!
Oh that's actually a really clever idea creating a dummy geo. Definitely gonna, use this. Thanks a lot mate!
This is interesting because it's the exact opposite of what folks I know have said. They went to ZBrush/Maya and never thought about Blender again.
I can understand people wanting to go with the industry standards, 100%. I too have friends and colleagues that prefer Maya and Zbrush. I still prefer Zbrush myself because of the power and shading etc. In the end it’s just tools and the preference is of course subjective. If Zbrush were free I probably wouldn’t even have thought about sculpting in Blender tbh. But I like to try different things so I’m glad I did😅
oh yeah , you'll think about blender once you see the price of ZBrush / Maya, it is absolutely insane, I would understand if you do it for your Job but if you are just a hobbyist I wouldn't recommend paying 900$ for Zbrush when Blender is completely free, you can pretty much do anything in blender, once you pass the learning stage, you will realize that is a miracle that blender is free.
This! 👆 Going with Zbrush and Maya as a hobbyist or even freelancer is gonna hurt.. My first year freelancing I stuck to these softwares, and this was before Maya Indie License was released, so I ended up spending 2 months of my income just to pay for the softwares, THEN I could start earning 😩
But yeah, if you work for a company that provide you with license then you're fine. As long as you work there 😳
see once u learn zbrush / maya its about convenience as well as workflow rather than just saying blender is inferior people should i prefer zbrush over blender sculpting because not just that blender is less "viable" as well as zbrush just feels better even with it as steeper learning curve it has too many advantages even for some "hobbyist" who has zbrush
but since blender is a jack of all trades it can be used for major project but not a powerful one and its just you need to know how different tools works even if its of same genre and dont discourage others from using x software just cause of this disadvantage let them explore, that is also part of being a 3d artist
100%, well said. I mean in the end all the softwares are just tools. I support no matter what software somebody uses, but I do get others that “judges” me for switching to Blender over Maya. And before that I got people hassling me for not transitioning to Blender. I don’t really get why some people get so religious over softwares.
I can get the same result with Blender as I do with Maya on majority of the projects I’m working on. So why shouldn’t I use it, you know? If I had access to Maya instead I would’ve used Maya, cause in the end it’s just a tool.
Zbrush definitely has better performance and additional features that improves sculpting, but many of the times people don’t even need it. I now use both based on what I need to create. If it’s something very high res I consider the cost of license renewal compared to my earnings and use Zbrush if I feel I need it and it adds up. So like you said, people should definitely explore and make the choice themselves :)
Great video, enjoyed it. You can use the pose brush to pose parts of the mesh and also you should give the multi res modifier a chance in future.
Aaah yes I definitely have to take a look at the posing brush! Kind of frustrating bruteforcing it like I did.. Thank you I looked up the multi res modifier, and that looks amazing, it's kind of like sDiv in Zbrush, super convenient!
However I noticed when I moved back some levels and tried to sculpt at a lower res, just to modify the overall shape. The model got ruined when turning up to the highest level again? Is this just a bug on my end or can I in fact not jump back to sculpt on a lower resolution ?
Thanks for the tips, I appreciate it!
The multires modifier is the thing I see people talk most about - but my potato of a laptop cannot handle it 😢
@@davidburns9766 Hahaha I think you might need to get a new potato ☹
I’m very found trying to shift things around mid sculpt to be a bit more work than it’s worth, even using pose and face sets and whatever else - I’ve found it so much easier to try and get as much sculpted while the joints are all free from each other, so that once the model is in the form I want, the arms and head etc can still be freely moved - then I only have to connect and remesh.
You can use simplify brush plus dynotopo to set out detailed areas, then switch dyno off. I’ve found this much better for my potato laptop.
Yeah usually I use Zspheres in Zbrush to change up the pose but even then it's a lot of cleaning up.. That's actually soo clever! I'm gonna try to steal your workflow from now on :P I've seen artists like "SpeedChar" on youtube do this, if you've heard of him. Where he just keeps all the limbs separate, but never actually tried to adapt it. But now I for sure have to try it out!
Omg there's a "simplify bursh"?! That's super helpful... I'm gonna check it out. Haha, artists working on potatoes is on another level!
Thank you so much for all the great tips man! I really want to get more into Blender, so getting some help is highly appreciated. You rock!
@@carl3d it’s the cleaning up of the mesh after posing that I hate, in my opinion it feels much more natural to form eg. An elbow or knee once the parts are posed, rather than spend ages making a knee and then stretching the mesh out to pose it.
The simplify thing I got from someone on UA-cam, I was finding the similar problem you had with dynotopo especially when my settings were off and it was making the polys smaller and smaller as you zoom in 😮💨 so many crashes.
@@davidburns9766 lol couldn't agree more. It actually sounds so stupid when you put it that way. Imagine spending an hour sculpting a knee only to bend it -> smooth the entire shit out and then restart
Ouf yeah, it doesn't help either coming from Zbrush where I feel like I can just be stupid and go mad with polys.. I didn't even know that the polys got smaller as I zoomed in whaat? Have your potato stopped crashing now after you started simplifying ?
@@carl3d I still occasionally find myself sculpting far too far ahead, then realising it’s gonna be a mess when I pose so having to slice it off 🥲
I don’t remember which setting it is - it may not have been the issue you had specifically, it’s like relative detail I think, in the drop down menu of dynotopo, so depending how far out or close you are, dynotopo changes it for you - resulting in about a gazillion polys.
I don’t usually use it to be honest, I try to keep all my parts seperate, and just keep remeshing as I go, can generally sit around 1million before the laptop tries to take off.
Its definitely must have for faces though, especially at the end when you want to go back over and really fine tune. I think I would enjoy zbrush a lot, just can’t justify that price tag!
@@davidburns9766 That sucks... Kinda sounds like me, like all the time.. I used to get too fixated on details one area at the time too early on, so I would create a hyper detailed eye for example and then when I started the lips, I had soo much trouble just getting the basic shapes because the geometry was way too dense. It's better now when I work in a "stepped" workflow. Push the limit of the current polycount on the whole model before moving on.
Aaah yeah I checked now, the default setting "Relative Detail" does in fact add denser geometry the more zoomed in you are 🤯 1 mill in blender doesn't seem that bad. I noticed it started lagging here as well around 1mill when using dyntopo. What kind of laptop you currently working on btw?
very good vid thanks mate
1:30 Yes. There's a 1000 buttons in ZBrush. I'm; like why?
Yeah, I’m almost certain 99% of the buttons is like the “Close-door” button in elevators, doesn’t do anything, it’s just for show 😭😭
Don't sleep on 3D coat, they have a great pose tool, cutting tools etc. and auto retopo is decent
also 3DConnexion mouse support is nice
Heard good things about it, def gonna have to try it! A decent auto retopo would be massive. Zremesher in Zbrush is getting somewhere little by little but it could be better
The only downside with it is the jank. The developers have a habit of shoving in unpolished features, which in turn create a ton of bugs and workflow annoyances, then ignore them in favor of shoving in more unpolished features. It took way too many years just for them to clean up the UI a bit.
Don't sculpt constantly with dyntopo. Add resolution with dyntopo to an area you're working on (Draw brush, Strength 0), then deactivate dyntopo and sculpt on that denser topology.
The lasso mask not working is strange tho, it works just fine for me 🤔
I tested it on my other computer and it worked! 🤔 re-installed the latest version of blender and it worked on both all of a sudden! Must have been a bug…
Blender is everything for me❤❤❤❤
I agree, I love the software aswell!😍
Do you have that dragon sculpt video linked anywhere?
Not yet, I'm still working on it ! :D
Every when i watch videos where People compare ZBrush and Blender, i feel kinda down and sad, because most of the time when it comes to sculpting and creating a scene or a character for animation people prefere Blender for obvious reason, while Zbrush is Great tool for sculpting detailed characters it is all it 's good for, just sculpt use retopology, and use other softwares just to add new things for it. I am sad because i prefere Zbrush more than Blender for sculpting and it was harder for me in blender. (Skill issue perhaps😅)
It's both a curse and blessing :/ Zbrush is such a dedicated software so you kind of HAVE to combine it with other softwares as well to complete a full production. I immediately fell in love with Zbrush when I got introduced to it. And I'm with you 100%, I would have loved to only use Zbrush for everything. But since they started out as a pure sculpting software, there's no point in trying to evolve into a full 3D package, as there's already well established 3D packages out there. It would just be a copy that few would even bother learning as they already know another software doing the same thing.
On the bright side, the same thing goes for Zbrush as a sculpting software. Because it's the industry standard and focuses solely on sculpting, it won't be replaced by other softwares anytime soon!
@@carl3d Thank for replying and for your support! I am new in your channel but i am going to find a lot of great and valuable content.
@@БакытжанТалгатулы-я6р Absolutely, us Zbrush enthusiasts gotta stick together!
Thank you for taking your time to watch the video and comment, it means a lot :)
Hold control while in the mask brush.
Have you tried Nomad Sculpt? Would be interested to know your thoughts if you have.
Never actually. I kind of want to though, cause it would be awesome to just chill on the go with a tablet. I just need to get a tablet first..
I saw there was an addon or something that made it possible to use Nomad on PC? But I kind of want to try it all natural!
I have it on my iPad Pro. It’s pretty good. I like zbrush more but you could use it to get sculpts started or using it like a sketch book. It has a pretty good pbr as well. For the price it’s a must buy imo. Zbrush is coming out with an app they might make you buy it again though🤬
Nice! That's kind of what I want also. Just being able to do some rough sculpting on the go or chilling on the couch :O Do you feel limited when it comes to detailing vs what the Ipad can handle? Zbrush is always trying to make money... Love the software but it's not meant for the little guy unfortunately :/ Unless that little guy is rich 🤬
blender is epic soft i make a lot of tutorials, for free u can find it useful!
I'll check it out!
Blender not bad at all , you can get same results but zbrush still best sculpting software
Yeah I'm surprised how well Blender handled things. Only part where I started to lag was when I used the trim curve to trim off parts of the mesh. But everything else was smooth sailing! Love it!
@@carl3dtrim brushes are very unstable in blender, you can mask with laso mask brush or any other mask brushes then go to top bar's mask menu then mask slice to new object.after that delete..i know it is to many steps but this is far more stable...you can add mask slice to quick favourites.
@@yashmalhotra9202 Omg that's super useful! Would actually be a better way of doing it. Then I wouldn't have needed to start the ears from scratch over again, but just scale and place them as a separate object. Sculpting in Blender is growing on me more and more. And learning so much from just the comments on this video alone lol! Thank you so much chief!
@@carl3dhaha your welcome. u can do alot of things in blender, it is so customizable, right now im learning blender's python api so i can make a blender addon to speed up sculpting and character modeling.
@@yashmalhotra9202 To be honest I'm just falling more and more in love with Blender. The development is just through the roof I feel like. Damn that's dope, keep me posted on that !
NANIIII
Naniii very much indeed!
Blender is pretty good at sculpting but the undo takes so long that it's unusable.
Yeah I noticed some freezing when I got to a certain polycount especially..
Its funny because i always found zbrush to cause more technical problems than blender
Yeah, I’ve stumbled over a couple of weird stuff and crashes in Zbrush myself. It’s definitely not flawless, that’s for sure…
Im doing the opposite 😂
Hahaha! How are you liking Zbrush so far? The UI is such a mess, I remember being so intimidated when I first got into Zbrush 😂
@carl3d the subtool stuff is a bit weird.. and sometimes the edit mode greys out.. the actual sculpting part is enjoyable
@carl3d ui could be way better
True it’s kinda weird they don’t just use a normal outliner like other 3 softwares but use subtools instead.. yeah for some reason you can disable sculpting (edit mode), I think they wanted to be able to draw in Zbrush at some point also, that’s why.. Seems like they just started a bunch of features but didn’t develop them and instead of getting rid of it they just left it there. Which explains the overflowing messy UI!
Oh cool! I agree the raw sculpting part is great. I mostly approach my sculpts with a traditional workflow, very simplified. I’ve spent years in the softwares but know almost none of the features, I just sculpt with the brushes like I would in real life 😂
@carl3d same with the sculpting workflow.. i was always a traditional artist and recently figured out those skills can be transferred over to digital media . The later having more demand in the market can be monetized more easily
More than anything, I hate that everything is a hotkey in Blender.
I can see why some people like it, but it feels slow and clunky to me compared to stuff like ZBrush's contextual controls or Maya's marking menus.
And all the hand gymnastics wear me out really fast. It's not ergonomic.
Yeah it's definitely not for everyone. I like some of the hotkeys, but I definitely don't use 90% of them. Instead I put the operations into the "Quick Favorites" menu instead of having to memorize all the hotkeys. That's what I liked in the 2.8 update of Blender, you had more access to using the menus and a GIZMO to move! But I def think they should consider bringing in Maya's marking menu, that shit is golden!
Blasphemy
Haha! 😭😂
use a cube and dynotopo and ready fast