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Improving this nearly zbrush workflow in 3dcoat?


geo_n
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I was posting at newtek about this workflow. How to improve it?

This video shows how we can use voxels to be used to sculpt details to polygonal models similar to how zbrush works.

Imho the workflow is not logical and too many steps and I want to use voxel sculpting tools in sculpting room.

The steps now in 3dcoat

Import to voxel - why not import directly in sculpt room

preserve scale - yes ofcourse we want to as javis also mentioned

import another mesh in retopo room - redundant, directly import to sculpt room.

snap vertices to voxel surface - ????

merge for perpixel painting - not needed if mesh directly import to sculpt room

paint in paintroom -

export to hostapp-

A lot of steps if you`re doing a lot of revisions for a project this is not ideal.

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Whats ideal is

import mesh - only once in sculpt room like zbrush,etc

sculpt details - sculpt in sculptroom with voxel tools.

paint details- seamless switch to paintroom from sculptroom

export - applink,etc

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Geon:

I agree that this is not the ideal workflow, and, actually, I think there should be a dedicated POLY room, where everything concerning the sculpting of polygons takes place.

In my world, there would be no Sculpt Room at all, but a POLY room where you can both add polygons on the fly, (ala Sculptris), and do every form of polygon sculpting and refining, (true multi-res, revolutionary decimation, AUTOPO), as well as altering any and all topography.

And, it would be very simple to use.

Also, Ozukaru is right - better to just do your modeling, from scratch, right within 3D-Coat.

Greg Smith

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