Some details about ZBrushCore are out.
To me this looks kind of like ZBrush version for everyone. They said it was going to be streamlined and it sure seems that way. When I think about ZBrush 4R7 it sure has tons of systems in it and itself it could use some streamlining. It’s crazy, it has ZSketch Armatures, ZModeler, Dynamesh and Dynamic Subdivisional modelling engine, just to name a few features. You can do so much with it that it’s mind blowing, and the automatic retopology ZRemesher (post R6 versions) is crazy awesome good. But there are just so many different features that for a newcomer learning this program can be like uphill battle.
So having more simple to use if less featured program for those who mainly work for 3D prints and such makes sense. And ZBrushCore has new features that the “full” ZBrush doesn’t have, such as one click optimisation for 3D printing and advanced export settings for 3D printing. If you only work for 3D print it doesn’t make much sense to have UV mapping tools I suppose. ZBrushCore still has basic 3D painting capabilities though and it can do basic BPR renders and Keyshot integration which is cool (but it lacks multi-pass export).
The other advanced features that are missing are mainly SSS, AO, and the like, ZSketch, ZModeler, Fibers and Shadowbox and others. The number of brushes is limited to 30 vs 300+ in the bigger brother. The full list of differences is in Pixologic site.
What is ZBrushCore really?
So what is ZBrushCore really? I would say it is entry level ZBrush optimised for serious sculptors who come from art school and want to get into sculpting anatomy and figures. This is great for that and costs about a hundred dollars. So I don’t know, why not I guess, although for game artist, the lack of re-topology and limited texture size would be problematic factors.
ZBrushCore now available for pre-order (discount for a limited time for a $119.95)
Here’s a youtube video I made about this.
What are your thoughts? Please write to the comments below.