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Hard Surface room , next big feature ?


Ratchet
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Will 3D Coat improve the retopo room and propose some complete hard surface modeling solution ?

 

This is what is missing today, this is available in Zbrush and this is a joy to be able to model directy and precisely low poly models , than sculpt details before baking or directly export the low poly model.

This avoid us to make hours of models retopology for games.

 

Thanks.

 

Edited by Ratchet
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I insist on hard surface modeling simple tools like Zbrush can do.

You start with a cube or a cylinder for example than you have all polygon functions like extrude, loop select, insert loop cut, cut tool , merge vertices, 

This is more about having something that is easy and fast to use working like some hard surface modeler and not working like a retopology tool.

The Retopo room have all basics i think to evolve or duplicate in some hard surface modeling room or option.

 

I won't ask as complex features as you asked like graph modeling that is used in specific cases or draw strokes that  is perhaps too complicated ?

 

If we can have a solid hard surface modeling room like Zbrush , we could precisely model perfect walls and all other hard surface models, than use them in voxel room to detail or directly paint and export the model.

 

I think this could be the next big feature a hard surface room.

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There is already a LOT of modeling you can do now in the Retopo Room. The Free Extrude tool in FACES selection mode works much the same way the Extrude tool in Maya works or the INSET and EXTRUDE tool in Max. Use the gizmo to transform the extrusion, and to commit the extrusion and begin a new one, just hit the ENTER key. Same thing goes for open edges. When in EDGE selection mode, you now have a new FREE EXTRUDE tool for that mode (wasn't available in edges mode previously). It works in a similar fashion...to extrude open edges.

 

Alternatively, when you have a faces or edge selection, using the TRANSFORM tool gives you nearly identical functionality. Hit the ENTER key to commit the current extrusion and begin a new one. Hitting the ESC drops the Transform tool, but leaves your selection intact. Hitting the ESC key again, drops the selection. I had to do some heavy lobbying to get those new features. Been trying to get Andrew to do it for a few years, now. The one major thing missing at this point is Gradient (Soft) Selection. Andrew said it's not an easy thing to add, so I will need others to weigh in (email Andrew:  support@3dcoat.com) to help facilitate that. Things that are difficult and time-consuming, typically get put on a back burner.

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There is already a LOT of modeling you can do now in the Retopo Room. The Free Extrude tool in FACES selection mode works much the same way the Extrude tool in Maya works or the INSET and EXTRUDE tool in Max. Use the gizmo to transform the extrusion, and to commit the extrusion and begin a new one, just hit the ENTER key. Same thing goes for open edges. When in EDGE selection mode, you now have a new FREE EXTRUDE tool for that mode (wasn't available in edges mode previously). It works in a similar fashion...to extrude open edges.

 

Alternatively, when you have a faces or edge selection, using the TRANSFORM tool gives you nearly identical functionality. Hit the ENTER key to commit the current extrusion and begin a new one. Hitting the ESC drops the Transform tool, but leaves your selection intact. Hitting the ESC key again, drops the selection. I had to do some heavy lobbying to get those new features. Been trying to get Andrew to do it for a few years, now. The one major thing missing at this point is Gradient (Soft) Selection. Andrew said it's not an easy thing to add, so I will need others to weigh in (email Andrew:  support@3dcoat.com) to help facilitate that. Things that are difficult and time-consuming, typically get put on a back burner.

This is complicated to use and some basic hard surface tools are missing.

If you ask someone using Maya to use 3D coat for modeling some low poly model , he will stay with Maya because he will work faster and more easy.

Well, this is just a guess.

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This is complicated to use and some basic hard surface tools are missing.

If you ask someone using Maya to use 3D coat for modeling some low poly model , he will stay with Maya because he will work faster and more easy.

Well, this is just a guess.

In fairness, 3D Coat was never intended to be a replacement to major traditional 3D apps. Users are trying to steer it that direction, so it's not Andrew's fault that it's not yet a full-blown poly modeling solution. Just because ZBrush decides to do something, that doesn't always mean Andrew is obligated to stop what he is doing and add it.

 

3D Coat's Voxel modeling tools make it easy to model without worrying about topology in the construction process. Pixologic responded (probably to user requests for improved modeling tools) by relying on polygons. Once more, 3D Coat has never promoted the notion that it included a full-featured poly-modeling toolset. In some regards, I don't see why it needs to be given development time, in that effort, ahead of other long-awaited features, such as Sculpt Layers in the Sculpt workspace, improved layer masking in the Paint workspace among other long-standing requests.

 

So, yes...you are absolutely right about that. You aren't going to be able to sell anyone on 3D Coat being an alternative poly-modeling app to Maya or 3ds Max, at this point....because It was never intended to. The tools that exist in Retopo workspace are almost exclusively for Retopo work and yet many of those tools are like traditional modeling tools. The additions I just mentioned are not complicated. Try them before you knock them. It just gives the user the option to do some basic modeling tasks in 3D Coat rather than having to do the work in a host app...which there is nothing wrong with. I like to do most of my modeling in the Sculpt workspace (reverse modeling method), but I still use 3ds Max to do some modeling tasks. It's not an either/or prospect. It's really a matter of using 3D Coat as an extension of your poly-modeling/animation/rendering app.

 

If I were modeling an automobile, with all the intricate curves and shapes, I'd no doubt prefer to model it in 3ds Max, because that specific task is better suited to poly modeling than voxel modeling. But, for a tricked out AR-15 with Magpul furniture and can on the end, I'd do it all in 3D Coat's voxel modeling tools > Auto retopo most of the components. FWIW, I don't see ZBrush's new modeling tools as a full replacement for Max, Maya, Lightwave, Modo and others, either. Just a decent amount of capability, when you prefer to stay in one app.

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3d coat was intended to be a program that would have the capabilities to make modeling a better experience. and as such should include what ever is necessary to be better. it already replaces certain programs. in fact 3d coat replaces some programs out there.. or is it just another half measure clone. improve it or lose it!

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