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Rectro

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Everything posted by Rectro

  1. Thanks. For some things its working out quite well and with C4D together they work a treat. Here is the first thing iv ever made in 3DCoat, its printing as I type. Dan Airbrush print holder2.mp4
  2. Hi Im quite new to 3DCoat but not to traditional 3d modeling. I have had the full version of 3DCoat for a while but not realy spent much time with it untill yesterday. I noticed while its easy enough for concept and visual design, at the moment Im not seeing much in terms of accuracy and precise measurements when using Booles and Voxel workflows. All tutorials I have seen so far are eyeballing the scale and placement of cuts, holes, and paying little to not attention to measurements. As im quite new to this program I ask you more experienced users can this software be used for accurate mechanical functional designs to specification, or is it purely a conception visualization tool? Im 3D printing my designs and up till now being using C4D. Thanks, Dan
  3. Thanks for your reply. Is there any videos or documentation on doing this, Im new to 3DCoat, and doing a search in the manual comes up with nothing for me? Thanks, Dan
  4. Hi Im wondering if there is some kind of Boole scale off set for the likes of screws that will fit into a booled thread, guide rods that should be slightly smaller than the boole. Im 3d printing some objects that function so this offset is a must. I am currently having to make a duplicate of everything I do so make booles slighty larger than the part that will fit into it. Thanks, Dan
  5. Thank you, that did the job. Are there any curve profiles that have been tried and tested for articulating joints that snap on? Dan
  6. I am using the latest version of 3DCoat and cant find the splits and joints tool, any ideas? Thanks
  7. I just wondered what method of SSS it uses, and if Random walk SSS would be considered to be a feature. Dan
  8. Quick update. Last night I got something going and so far am seing the potential for its retopo tools over other tools I have used. Im also looking at its other features to warrent the expence for just a retopo tool and can see it has alot to offer besides Retopo.
  9. Thank you, I will try that. If I get along with it and purchase it I will make some videos myself to help fill the gap with Video tutorials. My Channel is CGDreamsTutorials.
  10. Thanks, its these new tools that has got my attention. At the moment Im a little confused what option to select bringing in my high poly mesh being that all tutorials so far start with the mesh already in there. I chose Reference mesh. Modle comes it miniture, exported from C4D as real world scale in CM. Cant seem to find a a simple way bring it in larger, it must conform to the mesh I have inside Zbrush and C4D scale. The only reason the UI options are troublesome is the naming of some initial options for import are different, the workflow is different from a new user standpoint. Next problem was, strip mode I think where you draw lines, the spacing points between are huge, where can I get access to these tool floating pallet settings, I assume this issue of huge gaps between is due to scale of model too small for 3D Coat. Once I get the model in, have it correct scale, and have the options to the brushes and tools I should be ok. Thanks. Dan
  11. Hi there. Zbrush and C4D user. I want better retopo tools and had checked out 3DCoat few years back, liked it but never took the plunge. Now having another look, got the demo and cant use it from intuition alone. I looked for tutorials on Youtube and found plenty of timelaps, and older UI versions, and not a step by step from bringing in the mesh to using the Retopo tools. Can anyone please direct me to such a tutorial, free or paid for so I can make a educated assessment on the updated version of 3DCoat on the basis as a pure Retopo set if tools. Trying to work off my own intuition and logic 2 hours later I gave up, but want to give it a good go. Thanks, Dan
  12. Hi. Just to give some feed back, hopfully the devs will read this. We need a faster way to add a loop slice. MMB click would do the job, this is a task done alot between extruding. I find Quads mode with Direct method most convenient. When I right-click to tweak Id like for it to have a snap and weld ability when close to other points. Right-click tweak with the large balls in the way is annoying. The default material on the high res mesh is too flat and does not show shadows and contours very well. I found it hard to see the clavicle or scapular. Quads tool needs more modifiers to customize what the LMB, RMB, Shfit, Ctrl, Alt is used for. In addition to this a hot key to select a brush tool would be helpfull thus returning back to the original tool you had prior. Things I really like is the topology is very clear to see, the smooth brush is great and in general Quad strip are fast to lay down. You really should consider making just a Retopology app, you get tons of sales but when you already own Zbrush, Mari, Substance painter its alot of money for just a retopology task. I had under a hour to try and solve these things before the sale is finished but I just could not find any solutions to the above. Thanks, Dan
  13. Hi Im a Modo, and C4D user and looking at the nice tools Maya has for topology. Some spesific ones that caught my attention is Smooth brush from the shift modifier key along with soft selection. What solutions does 3Dcoat have for retopology smoothing, and how does in general they compare with Maya. I use Zbrush so dont even need the sculpting part of 3DCoat. Here is a video I made to make my question more clear. Thanks, Dan
  14. Thanks for your reply. If Pixologic just added the Zremesher to Core it would open up way for sales for them, its a huge part of the workflow to get very clean sculpts fast IMHO. Dan
  15. Hi Iv introduced a guy into the world of digital sculpting, and Im a Zbrush user but now his demo has run out Im trying to find him the best affordable alternative, zbrush 2018 is too expensive. The reason why I didnt go with Zbrush core is they ripped too much out, one such tool its auto retopology tools Zremehser. Iv had a go inside 3Dcoat but I cant seem to adopt the same workflow, but maybe its possible with your help? My work flow is not to jump into voxel, or as in Zbrush dynamesh or sculptris pro method of sculpting. I found working from a low to med poly model helps develop of much smoother base to get the basic volumes and forms in place. During the first stage id typicaly use a Sub d method to move up and down between sub d levels as I choose, then when the form is there id use a auto retopology in Zbrush called Zremesher, this provides me with a low to medium polygon based which has way better edge flow for better sculpting usages. I do have the choice at this point to have made a duplicate mesh before using Zremesher so as to keep a more detailed version which I project onto a sub divided model in which was auto retopology processed. At this point no voxel sculpting or any type of dynamic sub d, that can be usefull later on but in the initial stages I want to keep away from this and use a more traditiional sub d method, can 3DCoat do this, and if so can you point me to training that shows it please? Thanks, Dan
  16. Zmodeler from memory has edge extrude and slice tools but by no means the way I'd choose to 3d model, I use MODO, and C4D which sorts all my modeling needs, and retopo. Dan
  17. Thanks Koray, very helpful. Iv head retopo tools are very good have you used them? Dan
  18. Thanks for your time AbnRanger to give me this extra info. Dan
  19. Thanks, im getting a much better picture now of it all, and to be honnest even without the sculpting I can see why many Zbrush users have 3DCoat along side it as the painting, and retopology tools, makes it worth the cost alone. In Zbrush in its most simplest sculpting method it is the case of sculpt on one mesh with access to all sub d levels which has the benifit of what you change in either high or low base levels they update each other on the fly. No mesh conversions, decimation meshes, or conforming. 3Dcoat skips this method all together which for the artist that starts off with building their animation base mesh in the more traditional method is forced through more steps due to the fact that 3DCoat does not have the first option found in Zbrush, Direct polygon mesh sculpting. Where 3Dcoat seems to lay is with another method Zbrush uses called Dynamesh which works on the basis of a Adaptive mesh which seems less efficient in its polygon distribution due to the fact that 3DCoat can add more density to any given area, but in Zbrush dynamesh seems to allow such a high level of poygons even the most micro details can be sculpted without any brush or UI slow down. Dynamesh like 3Dcoats methods also must project its high details into a map, but it allows these details to be added to the original method Zbrush uses, projecting onto a multi level sub d base mesh which gives back that original simplicity of having one single mesh with multiple levels of detail. The only down side to this is while Dynamesh may give the ability to devide the mesh to obscene amounts of polygons, not all this data can be retained into a Map because it must first be projected onto a model that could never reach the same sub d levels as the dynamesh counter part. Dan
  20. Thanks AbnRanger, so to clarify, the Conform is working more like a shrink wrap approximation, rather than vert for vert direct manipulation in which you cannot simply say use the pinch tool on your retopo, and that pinch updates to the sculpted mesh? As you say 3D coat separates the process, and from the videos I get that the retopo mesh has abolutly no link with the sculpting mesh during the sculpting process as is simply used to produce the displacement,normal maps as a point of refference between the surface of the retopo and the voxel sculpted mesh? Dan
  21. Thank you for these videos, this has cleared allot up. Am I correct in thinking that in order to work on a lower resolution you must use a decemated version in which gets cached? If this is the case then this opens up some problems. If 3dCoat need to create a decimated mesh in order to work on the low poly version, does this mean that there is no direct deformation link between the original imported cage mesh and whats being sculpted? If this is the case, if you deform the mesh in sculpting or on the decimated mesh, how does the original imported mesh that essencialy is your topology cage get deformed along with the changes you made during sculpting? In Zbrush im always working on the imported mesh that contains the topology. What ever changes I make to the original cage mesh gets pushed into the higher sub d levels, and vice versa, but I can restore the original cage mesh at any time. This workflow lets me make changes to the topology that aids in the sculpting in areas such as the tightness of the edge loops for the lips, eye lids, finger nails e.c.t. If I like the changes that the sculpting has made to my original imported mesh I can then stick to these changes on the cage mesh in which becomes my new and final cage mesh. This new cage mesh then aids in holding volume and detail needing the displacement maps having to do less work, and thus producing better quality renders. So in short, can I sub divide the original imported mesh that is my final topology mesh, and sculpt directly onto that and choose if my sculpting effects my cage mesh, and can I move up and down these sub d levels letting me adjust my cage mesh at any time which then pushes these changes to my higher sub d levels? Thanks Dan
  22. Thanks for your reply. Im checking out the Curve tool right now. Can this be used to produce a armature in which can be used to sculpt on as either a Voxel mesh or normal polygon mesh that has been auto topology produced (low poly base mesh). In Zbrush I build up the Zsphears, rotate, scale and position them in 3d space, then produce a auto re-topologized mesh that can then be sub devided as the sculpt progresses? Regarding meshes, I asume there is two methods in which 3DCoat works, 1: Voxel based, and 2: Sub D mesh in which retains the topology from the original base mesh such as one imported allows you to keep sub dividing with full sub d levels to move up and down as you please? If I where to work in Sub D sculpting, not voxels, how many levels can you achieve until 3DCoat slows down, I know this is different from one system to another? Once your sub d model is sculpted, how easy is it to produce a displacement, or normal map from this stage, this is assuming my model I was sculpting on was imported with ideal topology? n Zbrush its the simple case of Importing a mesh, store its current state (morph target) then start sculpting away adding many sub d levels as needed, in this mode I can sculpt at 86m polys without no UI slow down. Then I return back to sub d level 1 restore to original mesh state (Morph Target restore) the produce my displacement, normal,maps with a single button press. Thanks Dan
  23. Thanks, this is a good start. I have a few questions if you dont mind answering. 1: How long have you used Zbrush for Vs Coat, what is your main use for it? 2: When you said Coat has more freedom to concept sculpt, can you expand on this please? 3: Does Coat have methods to create base meshes fast posable compared to Zbrush Zspears? 4: Can Coat sculpt on the basis of mesh sub d sculpting with adjustable levels on the fly, working and retaining the original base mesh, if so how does it compare in terms of polygon count, how high can it go while remain smooth in opperation? Thanks, Dan
  24. Hello. Im a long term Zbrush user and am gathering some research information from users who use both Zbrush and 3DCoat. This thread is not X vs Y war, but rather an informative look at what are their strengths, and how these strengths aid in choose what app is more suited to one person or another. Some of the things im looking at are as follows. 1: Pure sculpting Mesh based and other technologies, and feel of brushes 2: Fast base mesh creation 3: Freedom to concept sculpt 4: Intuitive navigation in the UI 5: Innovative features that are unique to each program 6: Reliability, stability, and performance 7: Workflow between other apps 8: Extra features no directly related to sculpting such as posing, Uv, re-topology 9: Cost and value for money inc cost for upgrades 10: Customer support 11: Commercial Training Thanks, Dan
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