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Help me better understand the high-resolution sculpting workflow


RN3000
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Hello,

I've been trying out 3DCoat for a week now, and so far, I'm really enjoying it! However, I’m struggling to fully understand the high-resolution sculpting workflow.

I get that Voxel Sculpting is mainly for sketching and blocking out forms, but after that stage, I'm unsure whether I should switch to Surface mode or use Clay Engine brushes.

Another thing I’m confused about is resolution. Coming from Blender and ZBrush, I’m used to seeing Active Points, but I’m not sure if they correspond to Tris in 3DCoat. What would be considered a good resolution (in Tris) for high-res detailing? Also, is Resample similar to Dynamesh?

Lastly, do you recommend any particular MatCap render settings instead of the default one?

Thanks for your help—I'm really trying to get the hang of this! :hi:

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Hello

Voxels (dynamesh equivalent) are better for organic modeling and the initial blocking out phase while the Surface mode is better for hard surface modeling since it's a lot easier to retain hard edges while manipulating your model.

The mesh resolution influences the quality of the texture after baking. As the selected texture resolution for baking does.
Also if the object is built in one piece or is a multiobject

There is no fixed rule as it depends on the complexity of the model and how much pixels it occupies on the screen for the final render. 

The good thing about surface mode is that it allows you to sculpt using mustiresolution.

Anyway 1M for a voxel base model and 4M for surface it would be good. 

If the specs of your computer allow more resolution, you will know practically by working on the model.

--------------------

Free matcaps library

Huge library of matcap PNG textures organized by color

Free Shaders/Matcaps

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Thanks for the quick answer!

So for example, as I do mostly hard surface sculpting, should I start directly with Surface without using Voxel, would be a better approach?

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As I said, the workflow is relative to every model, there isn't any fixed rules. Just take care that voxel modeling is more hardware intensive at high resolutions.

 

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For me the best combination is to start sketching in voxel (using booleans), do the retouching in Modeling room to create parts of the model with hard edge, copy the model to sculpt room in surface model adding multires for the medium details and then do the bake.
The fine details on the texture are done in the paint room.
Export the model and textures.

 

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