Jump to content
3DCoat Forums

Search the Community

Showing results for tags 'geometry'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General 3DCoat
    • Announcements
    • General 3DCoat
    • Releases, Bugs & Development Discussion
    • 3DCoat AppLinks testing
    • 3D Printing
    • CG & Hardware Discussion
    • Feature requests
  • Tutorials and Support
    • Tips and Tricks
    • Tutorials and new feature demos
    • SOS! Only for urgent help
  • Resources & Development
    • Content exchange
    • Coding scripts & plugins
  • Artwork & Contest
    • Finished Projects
    • Official Contest
    • Member Contests
  • Russian Forum
    • 3d Coat
    • Поддержка
    • WIP
    • Уроки
    • Предложения, вопросы
  • French Forum - Forum Francophone
    • Questions relatives au Forum Francophone
    • Discussions sur 3DCoat
    • Tutoriaux
    • WIP Travaux en cours
    • Galerie Travaux Terminés
    • Hors Sujets et Créations numériques 3D / 2D associées
  • German Forum - Man spricht Deutsch
    • Fragen und Antworten zu 3D Coat
    • Tutorials
    • Stellenanzeigen
  • Japanese forum - 日本のフォーラム
    • General discussion
    • Text translation

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Google+


YouTube


Vimeo


Facebook


Location


Interests

Found 1 result

  1. Hello 3D coat dev team! I'd like to suggest a feature that would be vital to the 3D workflow. It would be invaluable if we could have preserved subdivision levels for surface objects like in Zbrush and Mudbox. The principal is that a surface object could be subdivided and manipulated at any level or resolution and whatever sculpted details or geometry shifting is made would be applied to every subdivision level including the lowest one. As it stands now, we are able to subdivide a surface object, but not return to the original version of the object. Once you subdivide in 3D coat, there's no going back to what you had. It would be useful to be able to manipulate a low-poly and high-poly version of the same object on the fly. Obviously this could not apply to a Voxel object, but it would be highly useful to be able to do this to surface objects. I've posted a potential example of how it could be integrated into the UI and a basic illustration of the concept below. Thank you for your consideration -Fletcher.
×
×
  • Create New...