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Expand All Collapse All
  • Introduction to 3DCoat
  • Getting started
    • System requirements
    • Activating 3DCoat
    • Startup error
      • Startup error Mac
    • Upgrading permanent license
    • Linux Setup
      • Linux initial setup per-user installation
      • Linux initial setup for system
      • Tablet setup
      • To GTK3 from GTK2
    • Folders Structure
      • Custom documents folder
    • Different Forms of “Resolution”
    • Import and Export
    • Applinks in 3DCoat
      • Blender 4.1 applink
        • Blender with the Applink in Linux
      • Blender 4.2/3 applink
      • Max Applink
      • Houdini applink
      • Lightwave uplink
  • Navigation
    • Opening Dialog (Quick Start Menu)
    • Navigation Panel
    • Camera and Navigation
      • Customize Navigation as Blender
    • Viewport Navigation Gizmo
    • Left tool panel
    •  Activity Bar
    • Navigation using 3DConnexion devices
      • How to compile Spacenavd on non Ubuntu distro
    • Stylus doesn’t work in sculpting
    • Hotkeys
  • Interface
    • File
    • Edit
      • Calculate Curvature
      • Calculate Occlusion
      • Light Baking Tool
      • Preferences
    • View
    • Symmetry
    • Textures
    • Calculate
    • Layers
    • Freeze
    • Hide
    • Bake
    • Curves
      • Curves editor
      • Fill with mesh layer
      • Scale of imported curves
    • Windows
      • Tabbed and Popup Panels
      • Controls
    • Scripts
    • Addons
    • Capture
    • Help
    • Room Customization
    • Modify or Create new Room
  • Brush Components
    • Brushes general use
      • Create alpha brushes and decals
      • Making alpha from current sculpt
      • Create a Brush from a 3D Object
      • Create brushes based on Curves
      • Load photoshop .abr brushes
    • Strokes
      • Curves Popup Menu
    • Brush Options panel
    • Brush Top Bar
    • Conditions Limiter
    • Strips Panel
    • Stencils Panel
    • Smart Materials
      • Add new images or materials
      • Attach a Smart material to a layer
      • Import Quixel Material
    • Presets for Brush alphas
  • Workspaces Rooms
    • Paint
      • Texture Painting & Modes
        • Per Pixel Painting
        • Displacement Painting (Micro-Vertex)
        • Ptex Painting
        • Surface Painting (Vertex painting)
      • Importing Into the Painting Room
        • Initial CC subdivision
        • UV Set smoothing
        • Sharp (hard) edge
        • Lock Normals
        • Load new UV layout After Model Changes
        • DAZ Genesis models into 3DCoat
      • Paint Menus
        • Edit menu
        • Textures Menu
          • Texture Baking Tools
        • Hide
        • Bake Paint menu
        • The Color Picker
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        • Baking guide
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          • Strokes tool in Retopology
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        • Voxel Tools
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        • Volumetric Painting
        • Voxel Objects Tools
      • Surface mode
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        • Splines model creation
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      • Mesh Menu
      • Left tool panel
        • Add Geometry
        • Tweak
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        • Selected
        • Entire Mesh
      • Loft surface example by Fluffy
      • Blockout by Poeboi
      • Import Zbrush Polygroups for UV mapping
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      • How to install Reality Capture
      • Reality Capture doesn’t show up ?
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Kitbash

979 views 0

Written by Carlos
September 19, 2022

You can quickly create 3D models with the help of Kitbash tools.

Let’s take a more detailed look at this feature. (Thanks to our users Tinker and Daniel Yarmak for the descriptions).
Greebles or Nurnies can be created in any 3D modeling application, usually with arbitrary extrusions.
This method was referred to as “kit-bashing”.

To make your models look more interesting, you would probably want to create your own unique models for this purpose.

Details with angled surfaces look better than surfaces that are all parallel. For easier placement of details on a model, create a contour for the detail, an object with the name “_negative,” which subtracts automatically from the model and leaves a slot for the detail.

Turning on “Respect negative volume” in the Import Tool Panel is important to permit contour exclusion. Because the “negative volume” width is larger than the width of the detail, we get an interesting effect.

There is an automatically generated joint between the body and the object.

The detail looks as if it stands right in its place, and the body looks as if it has a special slot for the detail. Such joints look good with ambient occlusion.

Above is an example of how it would look without that effect. Looks not so interesting, and also, there is a problem that was caused by different curvatures of the body and the detail.
The detail looks tumbled down (it wouldn’t happen with negative volume).
Negative volume shouldn’t have the exact form of the body. You may change its form to get various effects.

It’s time to detail the object.

Load the Greebles using the “Import” tool. Use the “On pen” mode and the “9” and “0” keys to rotate the brush.

Primitives Library from Tinker

Joints


It is a set of various parts that can be attached and linked with each other, like ‘lego’.

A new library of Splines added: Splines is a set of flexible objects that can be stretched with the Curves or Snake tool:

Joint Specifications


There are two ways to make elementary bricks for the Joints tool.

– Make joints in 3D-Coat. Read this document.
– Make joints in some external editors. Read the specifications.

Technical requirements for models with Joints


The model should be created taking into account the scale of the grid. For example, if it is a cube, then 10*10*10, a brick – 20*10*10.

The blocks could be larger. However, they should be made to apply neatly onto the grid of 10*10*10. 
The vertical axis is Y. If the model is a tube, the diameter should be five if the tube’s corner, any parameter taking into account the corner is applied to the tube of 5 in diameter. 

You may add joints to the model right in 3DCoat. For this purpose, please make the model in the retopo room (sculpt and retopo or model in the retopo room from scratch).
Then go to Retopo room->Make joints and add as many joints as you need.

It looks like this:

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Press Add joint to add a new joint. There are several options for each joint – axial symmetry, vertical/horizontal alignment, and compatibility with other joints.

Please fill in the name of the model and press Publish as soon as the model with joints is ready. The model will be placed in the Joints palette, and you will get to the Joints tool to test the model with joints. Pay attention that the model with the same name will be overwritten.

Model requirements.

The models are low-poly ones – up to 5К polygons per model. If there is a tube designed – 16 segments should be created. 
A model could be a composite one. If there is a sub-object (retopo group) with the name of Shader_Gold, there will be created a volume named Shader_Gold, where the subobjects of this type will be gathered. That volume will be assigned a shader whose name fits best with the word Gold.

Locations:

  • Examples of models with the joints put Here
  • The ready-made models should be placed Here

Left tool panel


Left Tool is very similar to other rooms, with a specific distribution of the necessary tools to do a quick kit-bashing with greebles.

Tutorials


Kitbashing Tools : This video demonstrates the Kitbashing Tools in 3D Coat, which allow for fast and efficient storage or retrieval of Voxel Layer content or standard OBJ format files. 3DCoat creates thumbnail images for each and displays them within a dockable pallet for easy access.

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Joints

Joint Specifications

Technical requirements for models with Joints

Left tool panel

Tutorials

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