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Found 9 results

  1. Currently when you turn on sculpt mesh in the modeling room it will create a sculpt mesh for every poly group. Instead it should only create a sculpt mesh for the current active layer or even just visible layers. Because if you have a layer hidden it will create an empty sculpt layer and that just clutters the sculpt tree.
  2. ajz3d

    Cricket lighter 2

    From the album: Cricket Lighter

    SubDiv model created in NVil. Slight details and all textures done in 3D Coat. Rendered in mental ray.

    © AJZ 2013

  3. ajz3d

    Sten Mk II (no DOF)

    From the album: Sten Mk II

    Hard light from Ennis probe. Sten textures done in 3D Coat.

    © Artur J Zarek

  4. ajz3d

    Sten Mk II (3)

    From the album: Sten Mk II

    Sten textures done in 3D Coat.

    © Artur J Zarek

  5. ajz3d

    Sten Mk II (2)

    From the album: Sten Mk II

    Sten textures done in 3D Coat.

    © Artur J Zarek

  6. ajz3d

    Sten Mk II (1)

    From the album: Sten Mk II

    Sten textures done in 3D Coat.

    © Artur J Zarek

  7. ajz3d

    Cricket lighter 3

    From the album: Cricket Lighter

    SubDiv model created in NVil. Slight details and all textures done in 3D Coat. Rendered in mental ray.

    © AJZ 2013

  8. ajz3d

    Cricket lighter 1

    From the album: Cricket Lighter

    SubDiv model created in NVil. Slight details and all textures done in 3D Coat. Rendered in mental ray.

    © AJZ 2013

  9. Hello. Retopologization of organic models in 3D Coat is quite pleasant. But it's about the other end of the surface world I'd like to ask a question about. How do you guys retopologize so called hard surface sculptures that are intended for further subdivision in your rendering and animation packages? Sculptures containing circular/curved holes on smooth, but curved surfaces. Sculptures for which you don't have any base meshes because objects were created in 3D Coat from scratch or maybe they were NURBS solids imported into 3D Coat for further modification and detail sculpting. I'm thinking things like toasters, guns, graters, walkie-talkies, hinges, tanks, planes, boats, etc. Do you have some tips or tricks to share perhaps? For me, retopologizing this kind of objects without a SubDiv base mesh already prepared is a hard and slow process because of the lack of standard modelling tools, Catmull-Clark subdivision, grid/object/component snapping available in the Retopo Room. Without these tools, creation of regular shapes like circles, ellipses, perfect grids, boils down to eyeballing and this is not good. I constantly have to switch between 3D Coat and subdivision modelling program in order to prepare mesh chunks for import to 3D Coat, inspect subdivision, align components, etc. It's not a very friendly workflow. I'm sure there are a better and faster ways to accomplish this kind of task and in hope of hearing about them I decided to write this post.
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