Search the Community
Showing results for tags 'workflows'.
Found 2 results
Hi all, I've been searching for an instructive resource for hard surface sculpting tools and workflows that are similar or alternative to those used in ZBrush. I haven't been able to find much of use, so I've come up with a plan to make a conversion chart of sorts. Google "hard surface sculpting" and you'll find myriad in-depth ZBrush tutorials, but very few detailed resources on hard surface sculpting in 3D-Coat. So, since many of the tasks in these ZBrush courses can be ported to 3D-Coat in some form or fashion through a clever combination of tools, workflows, etc., I figured I'd start a thread to begin heaping up various ideas here. The idea is to eliminate the need for every newcomer to 3D-Coat to have to reinvent the wheel through experimentation to see which techniques work well and which don't. I'll be posting my discoveries as I go, but feel free to pitch in with any ideas or questions you have.
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.