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But unless you're sculpting large scenes like environments, you'll probably find Medium's tools to be more to your liking. Sculptrvr excels at large scale things with pockets of detail.
I'm still baffled how optimized it is while ZBrush/Blender may struggle with the entire creation as it may happens that i cannot even re-open the ZPR/ZTool file in ZBrush after saving with over 13 Million Polygons to say the least. It is obvious that the surface needs to get fixed/improved no matter how much details it has.
Also some Pictures/References i use to see may get stuck moving along while i use any brush. i had once 3 moving along and that was just weird.
yeah today i started a projects in medium and created a cube, then increased resolution so much that i could see that toonish loading/processing screen twice (a bit vague i know). then i started working negativley from there. i mean that worked in terms of the export resolution but working in zbrush from there would have involved some more work than in 3d coat with some big autosize voxelobject turned into surface and then decimated ..many times. ..
the whole project just involved only one head in the end. also it was inaccurate because i could really lean my hands on something with my setup.. so im thinking of some physical solution but that might be difficult.
in the beginning i treatet zbrush like 3d coat ..was a bit rough. now i go by book like someone 15 years ago would have used maya or something. using zmodeler and that new silhouette quite a bit..that was the best for me. zmodeler interface and usability was a bit weird but i sorta got into it and try to build from there. with characters like robots or complex stuff i would often work on different layers but try to keep stuff as lowpoly as possible. yeah saving alot meanwhile. 3dcoat voxel sculpting is still essential for me to some degree.