![3d coat vs.zbrush 3d coat vs.zbrush](https://cdn.3dforprint.com/modelos/210/chomper-plants-vs-zombies2.png)
Exported the voxel mesh as an obj, then exported a retopo'd version and brought them both into zbrush so that I could project the detail from the high rez to the low rez and establish a subdivision history for further sculpting. This is a piece I did awhile back when the voxel tools were first implemented, which I'm now finishing up in zbrush. Still working it out as a concept really, which is one reason I love working with voxels. to be finished with polymodeling and maybe even some zb. Very impressed with what's there and the progress it has made in the last year. Other than that this tool is getting more use than zbrush or my poly modelers lately. Specular maps are handled differently too, in that you can't currently paint them the same way you can with color and normal maps. I'm confident this will be addressed as well and probably quickly. 3dc doesn't support layer groups or give you any way to organize your image layers by object so all maps and layers for all objects show up in the same panel. You can do this and it works fine, but you have to name each layer so that you know wtf you are painting on. Still, I've used the cavity/height masking in paint mode combined with a crappy 3dc AO bake to get ok results for a couple things as a work around.Īnother issue I have is when working with multiple objects each with their own texture maps. His explanation to me when I asked him personally was that the current implementation allowed for faster baking, but I think most artists would rather run and grab a coffee while they get a good AO bake than getting something half-assed faster. I have a feeling andrew will address this though as users are asking for it. This defeats the purpose for doing high rez sculpting in 3dcoat since you can't use the high rez for anything other than a normal map and color bake. The current implementation does not produce adequate results. The biggest weakness for me right now is the fact that I can't bake a quality AO map yet. Bake and paint in 3dc, unless I have to bake a proper AO map, then it goes over to zbrush first It really depends on what the piece requires.ģ. The tools are more than adequate for blocking out stuff in voxels If I need a base for anything it happens with voxels and I just retopo over it, then send that to a polymodeler or zb.įor high frequency I'll either send to zb and finish there or finish that in 3dc by painting into the normal map. I dont' do base meshes as much anymore and definitely don't model them first to bring into 3dc. sculpt in voxels/surface mode, either from voxel primitives or a curve rig (like zspheres).
![3d coat vs.zbrush 3d coat vs.zbrush](https://images.g2crowd.com/uploads/attachment/file/47804/expirable-direct-uploads_2F30217f64-de73-49e8-8a5a-36b800d02702_2Fkait-kybar-harvester.jpg)
You can import a base into voxels and retopo/UV and paint. You can start from scratch in voxels and retopo/UV and paint. You can import a base and keep to per-pixel and normals work. You can import a base and use the non-voxel painting and sculpting tools.
![3d coat vs.zbrush 3d coat vs.zbrush](https://www.educba.com/academy/wp-content/uploads/2018/08/Maya-vs-Blender.png)
So regarding your workflow question, it's kinda up to you (again). Of never really intending to deform your imported base.mainly for They still work inĪ reasonable capacity, but not up to Zbrush standards (either in brushīy user demand, he incorporated per-pixel painting with the purpose Model to a larger degree, you used the 'sculpt' tools. Polys and a 4096 texture map was best for producing fine detailedĭisplacements on your textures. The 'old' version 2 way was to bring in a lowpoly base via 'microverts'Īnd select how large you wanted it to be sub-divided. Rather than classifying it as 'wide and random', it's more a result of aĬhange in focus in the dev. Anyone got tips on exporting a basemesh etc Malus?Ĥ.painting textures is a little odd as the interface isnt always very informative and you can end up painting normal depth specular and colour on layers you really really didnt mean to and then its a bit of a mess.ĥ.uv unwrapping is still a bit new no idea how the tools feel at the moment but it was a little too hands off for most people and didnt allow much manipulation of uvs.
![3d coat vs.zbrush 3d coat vs.zbrush](https://d27nqrvkk22y65.cloudfront.net/cover/image/77363/big_8425d3c3ab.png)
tools when voxel sculpting are a bit confusing, they dont work the way you expect and getting high frequency detail is almost impossible in voxels hence the surface mode now available but you loose your sculpted details if you manipulate(eg move) the models surface at allĢ.there are soooo many tools to try I dont even know what they are really for and Ive been using it a while! some tools are really powerful but hidden eg surface mode is opened by clicking the square next to your current voxel layerģ.not easy to export a useful mesh from a voxel sculpt, quadrangulation works to some extent on simpler voxel objects but I often just export the rediculously highpoly voxels.