Advanced Member 3dioot Posted October 16, 2008 Advanced Member Report Share Posted October 16, 2008 I dont think anyone would argue the need for basic scene management and multiple voxel/polygon sculpts in the same scene. At the moment i agree its really cumbersome to use the merge and subtracting possibilities that are so unique to voxel sculpting. In fact you have to do two conversions that both degrade the original sculpt to make it happen; voxels>polygons>export>import>polygons>voxels. The technology used for digital sculpting in zbrush and mudbox discourages to assemble a sculpture in parts. Even in Zbrush where there is a tool to "blend" seperate parts together you still have to be careful what you do not to brake the illusion of the model being one. In real life (and when looked at from a pure logic viewpoint) it makes a lot of sense to assemble your model in parts. Even a face can be looked at as a bunch of simple primitives. 3dcoat's voxel sculpting will really shine in the possibilities it brings here. In fact i would go so far as to say it will really change the workflow for digital sculpting merely by having the possibility to truly merge and subtract. Personally im really looking forward to having this implemented (smoothly). Ill be patient though. First perfect hiding function. Then maybe masking? Then maybe scene management? (oh yeah; i wanted better brushes too) Im certain well get it Psmith. Its much to necessary and awesome not to be implemented. 3dioot Quote Link to comment Share on other sites More sharing options...
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