ZBrush 4R8 Beta testing Gallery

 From:  chippwalters
8471.7 In reply to 8471.2 
"Will Zbrush kill all Polymodellers now ?!"

Absolutely, categorically, NO. Now, more than ever, low poly meshes are needed for VR and immersive game and reality experiences. Something like Zbrush still needs hours of retopo in order for it to play at all in those arenas.

If you look as some of Jerry Perkins work (aka Masterxeon1001) https://www.artstation.com/artist/jerryperkins1447 you'll find similar form development and detailing, but unlike zBrush models, they are already in an optimized poly mesh for gaming or VR. Of course there might have to be some auto-decimation and baking of normals, but that's trivial compared to the workflows demanded by Zbrush (and 3D Coat) to prepare their 10 million poly models for VR. Simiilar work is done by Bulgarov and others (see 10 days of Mechs).

If you CAN do it in a poly program, then it's best for VR.

IMO, MoI and it's kind are best for accurate CAD, 3D printing (poly modelers pretty much suck at that) and in some cases can be used for VR. MoI can actually be used also as a concept modeler as well.

MoI and other CAD meshers create "funky" poly meshes, so often there are difficult smoothing and mapping issues to deal with. Mostly, they can be quite difficult to create good UV mappings. Still, MoI has an absolute tremendous SketchUp export which when used properly can create very nice and 'renderable' meshes for VR at low poly acceptable resolutions.

I know of no other program that can do that. In fact, I recently recommended to Art Center to purchase MoI solely for that purpose as they are wanting to move from Rhino to VR quickly. HTH.