Object Tools

Split

This tool will let you cut the volume of a sculpture, based on the type of Stroke Mode and other brush options. It defaults to the Rectangle Lasso Stroke Mode, but any lasso mode can be used. Immediately after performing the cutting operation, the area you selected is removed from the original sculpt and sent to a new VoxTree layer that is parented to the original. Related to the Cut & Clone, and Clone tools.

Clone

This tool allows you to quickly copy or clone a piece of another sculpture using a Lasso type Stroke Mode. It defaults to the Rectangle Lasso, but any lasso can be used. When a stroke is made with the lasso it will clone the area in your lassoed selection and then select the Import tool with a Transform gizmo so you can transform and create your newly created sculpt from the piece you just cloned. Related to the Split and Cut & Clone tools.

Cut & Clone

This tool will let you cut and clone the volume of a sculpture, based on the type of Stroke Mode and other brush options. It defaults to the Rectangle Lasso Stroke Mode, but any lasso mode can be used. Immediately after performing the cutting operation, the area you selected will be removed from the original sculpt and sent to the Import tool with the standard Transform gizmo so that you can translate, rotate and scale it as needed. Related to the Split and Clone tools.

Vox Extrude

Start by painting a selection mask using just about any Stroke Mode, once your selection is complete hit Apply to extrude the selection. Using the Extrude Direction function you can specify a number of different directions for the extrusion. Let’s look at some of the options.

  • Offset: The overall amount to extrude by.
  • Smoothing Degree: Smooths the edges of the extrusion.
  • Invert Selection: Performs the operation on the inverse of your selection.
  • Flatten: Instead creating an extrusion/cavity, this will flatten the selection with the overall average height of your selection.

Vox Layer

This tool allows you to quickly make thickened layers atop of an existing sculpture. Using the Thickness and Layer Offset parameters you can specify the thickness and distance the new surface is created from the underlying sculpture. You can also specify an Extrude Direction for this new surface based off the underlying sculpture. Start by painting a selection mask with a Stroke Mode, once your selection is complete hit Apply to create the new sculpt. Lastly Border Style allows you to set the edge of the new surface to be harder edged with Straight, or softer with Round. This tool is great for creating clothing, armor and other similar wearables.

Logo

Allows you to import any black and white picture and convert it to voxels. You can convert images that are in the .BMP, .TGA, .JPG and .PNG formats. Click on the Logo tool and select an image. When applied, voxels will be created from the white in the image. It will default to the Import tool, so you can use the standard Transform tool’s gizmo if you wish to move, scale or rotate the created sculpt.

Import

This tool lets you import meshes to be used in 3DCoat, either as voxels or as a standard polygonal surface. Let’s look at the options for this tool. You can select a mesh from a directory, from a preset in the Meshes panel or from the Retopo Room. This tool is the main way to bring meshes into 3DCoat to sculpt on and merge via boolean operators with other meshes. A detailed explanation of the tool can be found by clicking it’s name above, or HERE.

Curves

The “Curves” tool is easily one of the most powerful tools in the Sculpt Room, as it lets you place spline points directly into your scene with the LMB. To edit an existing point, click it with LMB. To stop editing a point, hit the ESC key. This tool also uses a gizmo for transformations either for a single point or for the whole curve by turning on Transform Curve. Lastly, you can use presets from the Splines panel to create much more complex shapes for your sculpture. Read a more in depth look at this tool by clicking it’s name above, or HERE.

Snake

Stroke to create a snake-like shape in your viewport. Its position is based on your first click and your viewport perspective. Presets can be selected from the Splines panel. If using a preset with the Splines panel, you can reset it with the Remove Profile button.

This tool has a few parameters, let’s look at them.

  • Smoothing speed: Lets you adjust the rate at which your stroke is smoothed.
  • Snap to Surface: Forces your stroke to adhere to the surface of the object, instead of passing in front of or through your underlying sculpt.
  • Embed Ends:
  • One Segment:

Spikes

Stroke to create a spike-like shape in your viewport. Its position is based on your first click and your viewport perspective. Presets can be selected from the Splines panel. If using a preset with the Splines panel, you can reset it with the Remove Profile button. This tool is similar to the Snake tool, but always has a tapered end.

This tool has a few parameters, let’s look at them.

  • Smoothing speed: Lets you adjust the rate at which your stroke is smoothed.
  • Snap to Surface: Forces your stroke to adhere to the surface of the object, instead of passing in front of or through your underlying sculpt.

ToothPaste

Stroke to create a tube shape in your viewport. Its position is based on your first click and your viewport perspective. This tool is very similar to the Snake tool, except that it also respects your brush Alpha and doesn’t use Spline presets.

This tool has a few parameters, let’s look at them.

  • Smoothing Speed: Lets you adjust the rate at which your stroke is smoothed.
  • Snap to Surface: Forces your stroke to adhere to the surface of the object, instead of passing in front of or through your underlying sculpt.

Muscle

Sculpt with muscle and tendon shapes. You can achieve many different effects by, for instance, sculpting with this tool outside of a volume to create objects that look like wings. Let’s look at the settings for this tool.

  • Smoothing speed: Lets you adjust the rate at which your stroke is smoothed.
  • Snap to Surface: Forces your stroke to adhere to the surface of the object, instead of passing in front of or through your underlying sculpt.
  • Muscle Types: Muscle1, Muscle2 & Tendon. Tendon looks like tendons, and in medical terms Muscle1 is similar to a Unipennate muscle, and Muscle2 is similar to a Bipennate muscle.

Primitives

Very similar to the Import tool, this lets you sculpt using various primitive shapes and transformations. Read a more in depth look at this tool by clicking it’s name above, or HERE.

Text

Uses the Curves tool to create a curve that you can create text along. It is highly recommended to read about the Curves tool and how it works, before using this tool. Some further functions not associated with the Curves tool for this tool are:

  • Select Font: Allows you to choose a font installed on your computer
  • Enter Text: Specify the text you wish to create as a sculpt
  • Flip Spline: Flips the start with the end, and end with the start of the spline
  • Thickness: Allows you to specify how thick the text will be upon creation
  • Add Rotation: Let’s you rotate a point on the curve

Voxel Specific Object Tools

Constructor

This tool is composed of a number of preset shapes with various fitting components. Imagine a brick toyset, each part can snap and connect to almost any other part to make larger constructions. That is what this tool does, but any part can connect to any other part, and upon placing the part connects them to make them seamless and one solid object. You can place corners, edges using Place Edges or Place Corners respectively. You can also allow the tool to decide how the piece will be placed using Smart Placement. With the Brick Size X/Y/Z you can also decide how large or small each piece’s area will be.

Sketch

Using 3 live image planes, one for each X, Y & Z, you paint on these planes to create a volumetric object. Really great for quick concepting of your sculpts, especially for hard surface objects. External image files can also be used on any of these image planes. Further, there is a green “Border” gizmo for the tool that is unique. This gizmo defines the area of the plane of creation.

Cloth

Drape an object, using a plane as default or a preset mesh from the Meshes panel. Keep in mind that the higher the resolution of the mesh you use to drape, the slower the simulation will be and the longer it will take to get the results you want. The simulation can started with the Start button, once the simulation is running you can Pause/Resume, End and Reset the simulation. Some of the other parameters are below.

Select Mesh: Choose a mesh from disk.

Subdivide: Subdivide the current mesh to increase the resolution. Note that this will increase the time it takes to simulate if you subdivide before the simulation. It’s a good idea to do this only after a simulation.

Pick From Retopo: Use the visible Retopo meshes from the Retopo Room.

Default Cloth: Resets the clothing being used for the simulation to a plane.

Stick to Current Object:

Gravity: Change the gravity to make the object fall faster/slower and also the general weight of the drapery.

Friction: Determines how “sticky” the drapery is to the object it’s being draped upon.

Cloth Thickness: After draping your item but before applying it as a sculpt, you need to specify the thickness.

Surface Specific Object Tools

Split & Joints

This tool creates joints for physically printed objects, similar to those found in action figures and poseable statuettes. Let’s look at the parameters.

Apply: Creates the joint with the specified parameters from below.

Save/Load Joint: Let’s you save and load presets from disk.

Reset Joint: Resets all tool parameters to their default state.

Position/Size: Allows you to numerically specify the position and size of the joint cut area.

Patch Type: Change to a Round or Square cut area for the joint.

Joint Type: Choose from three different joint types:

  • No Joint: Creates a cut with no joint.
  • Cylinder: Creates a cut with a cylindrically shaped joint.
  • Parallelepiped: Creates a parallelepiped joint shape.

Joint Depth: Specify how deep the joint and corresponding hole.

Joint Width: Specify how wide the joint and corresponding hole.

Joint Delta: Specify the space between the joint and the corresponding hole for the joint.

Complex Joint Profile: Edit and use a curve to customize the joint and joint hole shape.

Joint Array: Choose between three array types:

  • Single Joint: Creates a single joint.
  • Radial Array: Specify a number of joints radially.
  • Grid Array: Specify a number of joints in a grid pattern.

Details Level: Allows control over the amount of geometry for the joint.

The rest of the parameters for this tool are related to the Transform tool.

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