This topic has got me to steer back towards learning sculpting again instead of painting. Really, something I should’ve been spending more time with anyway.
Anyway, this is a good primer on using Nomad’s tube tool. They’re a lot like Blender’s curves and profiles, though much easier to use overall.
I was just looking at some vids on this. Curve tools in Nomad look fantastic. He really nailed the workflow. You need to be on hallucinogenic drugs to use Zbrush curve tools effectively.
I hear they’re a lot like quantum mechanics, in that no one really understands them, but there’s always that one obnoxious guy no one likes who always insists that he totally figured them out in 2nd grade, and everyone else is just dumb.
I am one of those guys. But figuring them out and enjoying them are 2 entirely different beasts. It’s just a bananas system. I don’t even bother using the curves themselves. Thankfully there are plenty of ways around it in Zbrush to avoid touching the actual curves, and the most annoying thing is that they already have the tech in Zbrush to use bezier points (bend curve deformer) but they stick to that shite, bonkers curve system.
not every subscription is bad. There are also subscriptions where you can keep the software in the latest version when you cancel the subscription like cascadeur is doing. this would be acceptable.
Indeed. That’s actually how it has always worked: you pay for a major upgrade, or choose to stick with your version. It just wasn’t called a subscription. There’s something unpleasantly infinite about that word.
Not the case now though, unless you already owned a perpetual licence. For example, if you just rent Maya, Max, or Zbrush, you can only use it when the subscription is active. Once you stop paying you don’t have access.
I haven’t tried the desktop version, but the iPad version is way, way faster than Blender, despite also running on that very portable back-end as both Android and Desktop.
Yeah watched another video of it, where he goes over a lot of his brushes. Looks nice indeed. And yes it’s good to support the addon development in your tools of choice, I see it exactly the same way.
Yeah I wish blender texture node system would get a complete overhaul.
To be somewhat serious for a second, blur nodes would help tremendously with creating procedural textures. It’s such a basic function, I’m surprised that no one’s bothered to consider adding it.
I know you can create your own blur using math nodes, but it produces results that are a little too gritty to be useful for creating slopes and the like.
Will the blur radius use pixels as a distance measuring, or should instead use dPdU/dPdV distances?
The first would be easy to implement, but it’s limited and it distorts easily when UV is not a simple planar one (or when islands have different scales). The second, far more complex, can make your render much slower and might need more parameters than just a simple radius value.