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Fletcher Kinnear

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About Fletcher Kinnear

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  1. So I have a problem. I have a character that I'm trying to import into 3D coat and he has a lot of objects. For some reason when I import the objects as surfaces to seperate instances, the object density is incredibly high and 3D coat starts to lag badly. Is this a bug or am I doing something wrong? Is there a better way to import multiple objects? Need help with this ASAP
  2. Fletcher Kinnear

    Does 3Dcoat support subdivision levels with voxels

    That's not the same. It takes the high-poly and reduces it down. It does not restore it from a preserved low-poly mesh, which is what I think people are getting at here. It's a feature in Zbrush and Mudbox and a few others I think and would be an invaluable addition to 3DC. You would have to keep an object in surface mode for it to work, but being able to step up or down different subdivision levels means you can start with a low-poly base mesh and not have to retopologize at the end of your sculpting.
  3. Fletcher Kinnear

    Does 3Dcoat support subdivision levels with voxels

    I would love for a subdivision levels feature! Right now it's the only thing really keeping me from using 3d coat exclusively. Using the surface mode you can subdivide the mesh in a fashion similar to 3ds Max meshsmooth or Zbrush subdivision, but you cannot step down to a lower polycount or toggle between a higher and a lower subdivision state. This can be an absolutely crucial feature in some workflows and right now I'm having to go through Mudbox of all things to do that. It would also be great if they could somehow create a tool similar to Zremesher but that's more of a far-flung dream atm. Anyway, yes PLEASE GIVE US SUBDIVISION LEVELS THAT WE CAN STEP UP OR DOWN FROM! Also a similar tool is having a reference mesh linked to an editing mesh. Where you can basically "mask" and unmask whatever changes you make to the mesh and by "masking" your changes you go back to how the original mesh looked while keeping your current changes in other parts of the mesh. Mudbox is able to implement this feature and it's actually quite useful. It's similar to erasing certain areas in paint layers, but for 3d models.