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> Once you use ZBrush, you'll never want to go back to traditional CAD-style creation

That's a little too broad of a statement IMO.

If you're building organic shapes / characters, then yes.

For mechanical parts, using ZBrush is torture.

Also: as others have pointed out, there's already quite a lot of ZBrush-type features in Blender.




Nah, I was surprised. ZBrush has an extensive toolset specifically for creating machinima. You won't want to do CAD with it, obviously, but ZBrush isn't a CAD tool.

It's a common misconception that ZBrush is for organics. You can create some badass space marine type mechs.

Eat3D has a fantastic series of videos that goes into detail on this precise topic: https://www.youtube.com/watch?v=_xOKVGbZmEc&ab_channel=Eat3D

I respect Blender and like it a lot. I just don't think it can do anything close to what you see in that video. But that's just, like, my opinion, man.

Artists love Blender, and that's good enough of a reason to stick with it. I was just hoping to see more of this style of modeling, since it was the only style that made intuitive sense to me personally.

EDIT: (Sadly, it looks like Eat3D is now offline. It was such a fantastic series. Perhaps https://www.youtube.com/watch?v=EdEVj39ur-U&ab_channel=Chofn... "Zbrush Hardsurface Techniques" is a sufficient replacement though. Scrub through that, to random places, and you'll see exactly the sort of flexibility I'm talking about with ZBrush's flow.)


Ah, if you're specifically interested in "hard surface sculpting" then this might be a more useful query for you: https://www.youtube.com/results?search_query=blender+hard+su...


What I meant by 'mechanical parts' is not spaceships, but actual mechanical parts, like that you're going to send to a 3D printer or a 5 axis CNC machine.

Blender is actually good enough to handle this. Not as well as things like Fusion 360, obviously, but for simple parts, it works.




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