This has probably been asked multiple times and I’ve searched google for a fair while over the last week looking for opinions on other sites but since I’m working with UE4, I thought the best opinions would be yours.
So, here is what I envisage my workflow to be:
- Base model in Blender, low poly with the basic shape of the mesh.
- Import to Mudbox / Zbrush for further shaping and sculpting.
- Sort out UV’s into multiple maps. Generate normals etc.
- Import to substance designer / painter for texturing.
I think that workflow could work really well. The reason I’m not using Blender for everything is it’s just too clunky for me. I can create good quality base meshes but anything beyond that becomes very laborious. I’ve watched several videos of both ZBrush and Mudbox sculpting and both seem to make sculpting so much easier, sharper and faster.
There are a few things I would like to mention. My sculpting will be for game assets (of course!) and not artwork, so insanely high polycounts aren’t necessary. Of course, characters etc will have a higher polycount but general assets won’t. Ease of use is also a factor. I’ve heard Mudbox is a bit more intuitive but not necessarily as powerful. Having said that, is Mudbox still a capable product for producing sculpted game assets?
Finally, the price is an obvious point. Mudbox is only $10 per month whereas ZBrush currently doesn’t offer a subscription option. However, if the community feels it is genuinely worth the extra monies, I would buy it.
Thanks in advance for your opinions and thoughts!