Hi Oskar, well ZBrush is much more completely focused on that kind of a thing, I'm not personally familiar with Modo's sculpting tools so I can't give you a very good answer myself but I don't recall hearing very much about sculpting being a particularly big area of focus in Modo.
> I will get a dense mesh or I will need a clean UV to apply the
> generated displacement to?
Well, if you're having difficulty with UVing, then you would probably want to make a dense mesh and then save the altered geometry rather than doing it by texturing.
If you are able to get good UVs, then it sounds like you can already use Modo to do what you need, is that correct?
> And should i be terrified about loosing the vertex
> normals in modo?
Well, it depends on what you are trying to do. Since you are trying to actually add imperfections it may not be so important for you to get the super accurate smoothness of the original vertex normals.
If you want things to look completely perfectly smooth and pristine, that could be more of a factor. But it seems like you are actually trying to avoid that kind of a look.
You might try 3D-Coat first, it could possibly be easier to get into initially than ZBrush.
- Michael
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