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3DCoat is my go to software. I've been a professional 3D artist for over 20 years. I couldn't do my job without it. This throne was inspired by some work I was doing at my day job. 

Photo Information for TimWallace-throne-01.jpg

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On 9/6/2016 at 10:32 AM, Czepta said:

That is epic! All sculpted in 3d coat? Would love to see more of your work

According to his artstation,
The "Base shapes made in 3DSMAX and export to Coat for sculpting and assembly. "

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Sorry for the late response. This may be more info than you want but here it is...

Yeah it was a combo of MAX and Coat. But mostly Coat. So I basically modeled a block out of the thrones most basic shape in MAX and exported as an OBJ at 0,0,0. I brought that into coat and voxelized it to sculpt on. At that point it was just a simple block seat and the high back pointed arch. I used primitive shapes at that point to boolean out recesses and add detail.

I then sculpted a snake head all in coat that started with a sphere that I manipulated with the move tool, refined a bit more with the clay tool and muscle tool and finished with the pinch tool. All going in and out of using the steady stroke function set to it's default 15.00 value. In MAX I modeled the snake body out of a tapered cylinder and displaced a snake scale height map and left the body straightened. I closed the open faces on that and exported to Coat to merge it with the snake head. Exported that back to MAX as an OBJ (about 5M polys) and a way reduced version of the throne to be used as a proxy guide in MAX. Back in MAX I can run splines around the throne where I want the snakes to be posed with a World Space Path Deform Modifier. Used the snapshot tool in MAX to dupe the snake in the poses and re-imported into Coat on a new voxel layer.

The flame detail at the bottom was done with the muscle tool with a value smoothing speed of 10 and steady stroke default value of 15. The detail inside the recesses of the arm rests was done with a stencil and the Build tool with rectangular marque. Most of it was using primitve shapes though. Like, the ridges on the front of the seat was made using a taurus shape scaled to different sizes offset and subtracted and smoothed. The sword was a block and with symmetry on I used a stretched capsule shape to subtract the blade edge.

Once I got all the details in the finishing touch was to make it look like it was carved out of stone blocks. So I then created a "stone block" boolean mesh that I would use to subtract from the collapsed/merged version of my throne. This booleon shape was just a box flattened out to a large plane that would encompass my model and was about as thick as I wanted the grout to be. I duped that plane out into layers and cut through the model like a boiled egg slicer. After I have the cuts I go around the whole mesh with the flatten tool and beat up a lot of the sharp edges. 

This model was around 80 million estimated polys in Coat. My working density is (if I had to guess) about 5M minimum for something that's the size of a car tire. 

The jist of it. Hope it makes sense.

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Whoa thanks for the detailed response Tim learned a lot. Nice knowing the density you use as that's something I am still getting the hang of. 80 million.. whoa. I'll have to try amping up mine a lot more.

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