Added: 1 year ago
From: Pseftothodoros
Views: 3,972
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  • Hey thanks, can you use textures to deform the mesh?

  • @tmcthree

    you mean like an alpha mask for the sculpting brush? No. and it doesn't make much sense at this point really.

    max can't handle as much geometry on a single object as mudbox or zbrush to sculpt such fine detail. if this is what you are talking about, max has not yet reached that level of sculpting. but it's perfect to shape your model in 3dsmax and push it in mudbox for further detailing if necessary. you could possibly use displacement maps locally but it is not a good workflow.

  • @Pseftothodoros Wow, so blender is miles ahead of max in this respect.

  • @tmcthree

    well it could be, but i think you should be looking at the big picture instead of individual features though.

    Because in pretty much every other way, 3dsmax\maya\XSI are so much better than blender. Also you should keep in mind that this is an early implementation of sculpting, which is meant to be primarily for tweaking.

    Blender is a great free tool for enthusiasts with advanced capabilities that's for sure, however it can't possibly compete with professional tools as a whole.

  • @Pseftothodoros Yeah I agree. I've been using 3d professionally since 1992, I'm currently on a sabbatical, (studying law) so I'm not familiar with the very latest versions. But I have to say it is great in blender that the sculpting is integral (no messing around with displacement maps and such like.) I was extremely disappointed that mudbox doesn't simply export as a subdivided max object.

  • @tmcthree oh sculpting in max has nothing to do with displacements. it is integral as well. I was just mentioning a way to augment your results as an alternative. but after all sculpting in max is really that. a "light" alternative. As for the subdivided object from mudbox, you are right, i also have thought of it, however it seems the mudbox-FBX team can't, or don't want to, make it so. (although support for turbosmooth is available in FBX).

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