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Wondering how others would tackle something like this...


DMG
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I create objects for CNC milling, and while I mostly use Blender Subdivision modelling for my work, I but supplement it with certain tools in 3DCoat. Bass relief is especially helpful to deal with draft angles and overhanging areas, and the new soft booleans are fantastic.

I'm making no criticism of 3DCoat's mesh modelling tools, but I'm just far more familiar with Blender, so I use that probably 80% of the time.  Sometimes I'll use 3DCoat's sculpting tools to block out an object, then retopo it, and then take it into Blender for final tweaking and finalising.

Here's  an example of something not too dissimilar to the kind of project I often get.

santa-lolly-(2)-22-p.jpeg?v=CF2CBA14-6731-4A22-968E-CC202FC5D215

I'm fairly familiar with the majority of 3DCoat's sculpting and modelling tools (though there will be gaps of things I'm oblivious to), so I'm curious how others would approach something like this, from a workflow point of view.   

I often have specific sizes and volumes to work to (which regularly change in the middle of a project), so having a workflow that is flexible and easy to adjust elements of the design is essential. This is why Blender's modifier stack is so helpful. (I'm not suggesting 3DCoat needs one, I'm just trying to let you all understand my current workflow) 

Cheers,

Derek

  

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9 hours ago, DMG said:

I create objects for CNC milling, and while I mostly use Blender Subdivision modelling for my work, I but supplement it with certain tools in 3DCoat. Bass relief is especially helpful to deal with draft angles and overhanging areas, and the new soft booleans are fantastic.

I'm making no criticism of 3DCoat's mesh modelling tools, but I'm just far more familiar with Blender, so I use that probably 80% of the time.  Sometimes I'll use 3DCoat's sculpting tools to block out an object, then retopo it, and then take it into Blender for final tweaking and finalising.

Here's  an example of something not too dissimilar to the kind of project I often get.

santa-lolly-(2)-22-p.jpeg?v=CF2CBA14-6731-4A22-968E-CC202FC5D215

I'm fairly familiar with the majority of 3DCoat's sculpting and modelling tools (though there will be gaps of things I'm oblivious to), so I'm curious how others would approach something like this, from a workflow point of view.   

I often have specific sizes and volumes to work to (which regularly change in the middle of a project), so having a workflow that is flexible and easy to adjust elements of the design is essential. This is why Blender's modifier stack is so helpful. (I'm not suggesting 3DCoat needs one, I'm just trying to let you all understand my current workflow) 

Cheers,

Derek

  

the quick way , i would find a picture like this but any picture would do , throw it into zdepth and it would do all the hard work for me , same inside blender , using a displace modifier , 

inside 3dcoat i would find a good reference and then block out the shapes using the blob tool, once all shapes were made i would merge and smooth the transitions , sculpting in subtle details , lastly i would use a dust grunge map or something with dots and jsut add the small air pockets for the chocolate ,lastly i would cut the back using the cut off tool to make it look smooth and then smooth the edges and some of the back so it looks natural 

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18 minutes ago, Elemeno said:

the quick way , i would find a picture like this but any picture would do , throw it into zdepth and it would do all the hard work for me , same inside blender , using a displace modifier , 

inside 3dcoat i would find a good reference and then block out the shapes using the blob tool, once all shapes were made i would merge and smooth the transitions , sculpting in subtle details , lastly i would use a dust grunge map or something with dots and jsut add the small air pockets for the chocolate ,lastly i would cut the back using the cut off tool to make it look smooth and then smooth the edges and some of the back so it looks natural 

scrap that , the blob tool is acting strangely ... ill report the bug but at the moment you cant use it 

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Hi Elemeno,

I hadn't tried blocking out with the blob tool.  I was going to give it a go, but then saw your second message. :)

On a similar vein, I had tried the plane tool, and the 2D paint tool, but wasn't quite able to get the control I wanted. I'll try the blob tool, but am bracing myself for confusion and disappointment. :D

While using a zdepth 'cheat' would be fast, it isn't a viable option for me, as much of the artwork I am provided with is either a poor quality photo of a product to use as inspiration (ie "we like this, but make it sufficiently different so that we don't get sued") or a rough sketch by a non-artist to give an indication of what they'd like.

Also, as I'm creating objects which will used to create actual moulds, I don't need to worry about replicating grunge or air bubbles.

Cheers for the suggestions.

Derek

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