Jump to content
3DCoat Forums

3D Sculpting


davis225
 Share

Recommended Posts

  • Member

I was wondering if anyone has had much luck with 3d sculpting, and if so, if someone could make a tutorial about the basic workflow. I've never used (but have seen) Mudbox and Zbrush, but normally, i'm a "points and polys" modeler, so the concepts and theories of 3D sculpting are very new to me.

Thanks in advance! :brush:

Link to comment
Share on other sites

  • Advanced Member
I was wondering if anyone has had much luck with 3d sculpting, and if so, if someone could make a tutorial about the basic workflow. I've never used (but have seen) Mudbox and Zbrush, but normally, i'm a "points and polys" modeler, so the concepts and theories of 3D sculpting are very new to me.

Thanks in advance! :brush:

I don't think there is a tutorial on sculpting with 3D Coat. But i can give you an idea. Sculpting in 3DC is base on 2 method. Mesh base sculpting and Image Base Sculpting. Mesh Base sculpting is the "Sculpt Mode" which deals with the raw polygons on your mesh. Generally you'll want to subdivide your base mesh as high as possible(between 250,000 - 750,000 polygons) in order to sculpt in the generalized form of a object(i.e. adam's apple, muscle structure,etc). Once you get the generalized form down, and want to add extremely tiny detail into the model, you'll need to use Image Base sculpting method. Image base sculpting is on by default, its basically using the depth channel + any other channel you want.

Though, i would recommend that you bake out your generalized detail model, which was create with mesh base sculpting as a displacement and import it back into 3DC as such, lower the resolution of your base mesh. this will give you a performance boost, while adding fine detail with vector displacement.

I usually use Mudbox for the basic sculpting of form, bake it out as a displacement map, bring it into 3DC, apply the displacement map, then use vector displacement in 3DC to add fine detail and paint. Why i don't use 3DC for sculpting form, you can't subdivide your base mesh(carcass) up to 250 K, where as Mudbox can reach 1 million.

I hope that make sense. :blink:

Link to comment
Share on other sites

  • Reputable Contributor

Hi Davis

Sonk must have overlooked the two completed tutorials [tutorial section under my name]on sculpting using the select and move features of 3D-Coat. The names are a little decieving, really they are sculpting tools in 3D-Coat. Check them out and it should get you started on the road.You can sculpt also by using "draw with pen tool" in sculpt mode also. Be sure to turn the strength of depth down to about 3 because the tool acts like a spray can and keeps adding depth as long as you hold it down. Look at my just added Wip and you will get idea of how well select and move features work. Experiment and have fun.

Sonk. You do not need to have such a high polygon count to get muscules etc in scuplt mode. I used a base carcass model of 48,000 polys[for the tut] to get the detail [mesh-base scuplting] I did shown in the wip. Thats a little low but I was able to get good form from it. 100,000 polys would be better plus 3D-Coat still zips along on my single cpu system at that count.

P.S. 2.09beta now has symmetry working :lol: in the select and move features so instead of using scale [as I did in the tuts] to move out your polygons use the move feature instead.

Link to comment
Share on other sites

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.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...