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Found 2 results

  1. Sorry for this noob question. I got 3DCoat recently, as its texture painting feature looks very promising. And I did find myself like it more than Blender or Substance Painter. But so far, while I'm getting more used to Paint Room, the rest of 3DCoat is a mystery for me. Why are there Retopo/Tweak/Modeling rooms? Are they all for editing the low poly model? If Retopo Room is for low-poly and Sculpt Room is for voxel, which rooms should I be in if I'd like to work on a high-poly (like 1~2 millions of polygons) model? I just have so many questions. Could someone briefly explain which room does what, and what the workflow looks like if I want to do some traditional poly-modeling?
  2. Hi I've been watching tonnes of tutorials. The mouse one, the pirate one, and seemingly hundreds of others. But I still get pretty confused by the overall workflow. Is there a video that goes from: Voxels > retopo/Autopo .(both options would be handy) > UV > Paint > Export. If not, it would be amazing if someone fancied doing one. I think it's the main stumbling block for people migrating. A lot of tutorials spend too much time on people sculpting away, which is only so useful (there's tonnes of tool vids out there), and not enough time explaining the workflow and all the various options. It would also be useful to see how to use only parts of the pipeline, like bringing in sculpts from elsewhere and retopologising then exporting... Although I guess the overview vid could cover that. Here's an example of my confusion (which I admit exists on many levels) V4 may have changed this, but if you create a voxel sculpt, and you're going to do microvertex painting. Does that mean that once the mid-level mesh is created you've effectively finished with the voxel sculpt? So it would be best to roughly sculpt the form in voxels, then do all the detail on the mid-level mesh created for painting on? Any de-confusing advice welcome cheers Olly
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