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Environment Creation Hints


Grimmy
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Hi all, I wonder if anyone has any experience/hints for creating environments using 3d Coat? A lot of the tutorials cover individual objects but what are the best practices for building a complete environment?

-Is it wise to try/possible to compose the environment entirely in 3d Coat or should I really be exporting to another 3d package?

I'm looking at best practices for building a game level.

Cheers

Edited by Grimmy
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I'm not sure, but I think it depends on your final target.

Depending on the platform you wan't to use for your game,

it could be hard to optimize all your contents only in 3dCoat.

I often make environments parts in 3dCoat and incorporate them into

another soft/editor.

It's probably impossible to make a whole scenery in a single soft has a single block if you want

something optimized.

Let's say, I can't modelize something with subbtle shapes in Unity or Unreal engine.

I do it in 3DCoat which is a wonderful tool to create props. But for ground

there are great stuff in other apps too.

Hope you'll have a more clear answer. I'm not up to date about this topic...

Edited by Garagarape
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Absolutely, you can create the whole environment. The Mutli-Res Workflow (caching non-active layers) can give you the ability to leave objects you've already worked on, in the scene, but stored on the hard drive (not your RAM)....leaving a Low-Res proxy in place (using decimation instead of Reduce, will leave the objects appearance much closer to the original state....but without a big penalty in terms of RAM consumption).

You can also use 3D Coat's kitbashing toolset to quickly store and later retrieve objects in the scene...if you want to temporarily dump those assets, while working on others.

There is some demonstration of the Multi-Res workflow here, used in conjunction with the Pose Tool:

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