![]() Having a good normal is for substance very important and I need also a perfect displacement maps for the details (I prefer for my purposes at the moment having the high res details in vector displacement maps, as long we don’t have multi res shapekeys in Blender). What I need is a pipeline where I can use DAZ Genesis 8 Figures as a base, make a custom sculpt and paint them Substance painter and render them in Blender.Īt the moment I pratice painting skin in Substance using the normals and shapes which are comming from DAZ.īut at some point I want to sculpt my own custom Genesis models. Yeah, in hardsurface modelling is Blender pretty good (with some addons). I wrote an article about this a few years ago, which still holds up reasonably. But generally speaking, Blender’s Sculpt Mode is not bad at all when compared to ZBrush. Of course there are more things that are still better in ZBrush, such as its Insert brushes and Clay brush engine. ZBrush still has the edge when it comes to being able to cope with massive amounts of polygons, so for high-detail work it still outperforms Blender Sculpt Mode. ![]() Blender has certain tools that can’t be found in ZBrush, such as the Pose brush, the Elastic (Kelvinlets-based) tools, the ability to have a separate window with a camera view, two great integrated renderers, and more.įurthermore, I personally prefer Blender’s Edit Mode for polygon modeling above ZModeler (I know is a crack at ZModeler and in such capable hands it can be very powerful, but this is just a personal preference). But… Blender’s Sculpt Mode has a really decent toolset and has been improved a lot during the past years. ZBrush is a sculpting force to be reckoned with, that’s for sure. ![]() I doubt that Blender or 3D coat can compete with ZBrush in the next years, from all what I figured out so far. ![]()
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