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.
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)
You can post now and register later.
If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.
Question
DMG
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.
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
Link to comment
Share on other sites
3 answers to this question
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.