![]() 64 bit and cuda support also on their way, which will give it a massive performance boost. The updates have been coming fast and furious since it was released not too long ago. If you haven't been following this software, this guy is a friggin machine. You can paint directly to the normal map with depth info - which might be more useful once Andrew adds better support for working with low rez meshes (also coming soon). I've decided to buy it just for the paint and retopo tools for now, but I want to play around some more with the sculpting to see what I can do with it anyway. The sculpting needs more work, but there is an update coming in a few weeks apparently that will add volumetric sculpting to the mix, which might just up the game in that area. ![]() The retopo tools gather together all the best features from other programs. Support for psd layers is awesome in fact. The Painting is pretty solid and even has a zapplink feature that works with all layers. It's worth watching this one grow when the titans are not thrashing about making headlines. Rick wasn't wrong about Silo so I'll keep checking on this one. Maybe its too early to tell, maybe this is just the first step in many to come. Not sure how much of that is the app holding the artist back or the other way around. Hopefully the dino examples are pointing to its modeling prowls?Īliens classic hallmark of "every time I try to make a pretty human it comes out alien" The gallery examples are not that amazing, I see a lot of ĭino's: Dino skin is one of the easiest kinds of very forgiving detail, see the mudbox2009 frog painting demo. If I was going to have a bear of a time learning one or the other I'd have to pick the expanded feature set and mountains of documentation for ZBrush. It suffers from some of the same ui issues Zbrush does. The Re-Topo tools are interesting but I already have ways of handling that efficiently. Not really sold on it, for a little more you can a lot more, in either Mudbox or ZBrush.
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