It's actually a BIG asset, because that means you can use whatever tools you need to in the Sculpt Room without worrying. ![]() ![]() The fact that the Retopo Mesh is kept separate (ready for baking) is NOT a problem. Dynamesh and Sculptris Pro are 2 of them. I can make a similar video, trying to quickly break it also, but what would that prove? Some ZB tools will not work with it's Subdivision levels either. Let's not forget that ZBrush's Subdivision workflow, as well as its Sculpt Layers, has its limits, too. You know ahead of time that 3DCoat has to perform a secondary calculation, at the end of each brush stroke (snapping of the Retopo mesh to the High Poly Sculpt Mesh). so its a very welcome updateĭid you get a chance to watch this video? The objective when using it (CONFORM RETOPO MESH), is not to see if or how quickly you can break it, but to use it properly, as it was designed. but apparently the paint and ui looks and feels like photoshop in 3d coat2023. especially with how they have layers etc. hard surface 3dcoat falls to its knees but as i said, getting meshes together and making a concept is nice, i always think personally the paint needs loas of love. if I am paid to sculpt a character or animal to a high detail level, there is nothing I could do in ZBrush that I couldn't also do in 3DCoat, in a similar time frame. Yes, some things will work a bit better from one app to another, but the bottom line for me is this. I have tested them side by side, model for model, brush for brush (Clay and Clay) and 3DCoat is pretty darn close in my tests. Anything I could sculpt in ZBrush with quads, I can sculpt equally well in 3DCoat in triangles/Voxels. The little spots mentioned can be addressed by hitting the ENTER key.basically Dynameshing the Surface mesh. I would rather that development time go into improving the Paint Workspace and some UI improvements. ![]() For this reason, I am not a big fan of Andrew spending a lot of development time on a feature that had big limitations for ZBrush users.hence the introduction of Dynamesh and Sculptris Pro, to counteract those. It will not be interchangeable with Voxels or Dynamic Subdivision Meshes, already in 3DCoat. You have to always be concerned about topological flow and polygonal stretching, with Quads. Adding Quad Mesh sculpting to the Sculpt workspace is not going to be the Holy Grail some are making it out to be. With the Proxy system, I was fine with it, but it would take several seconds to decimate each time. Mainly, to make stepping up and down levels faster. The Multi-Level Resolution feature has it's purpose and usefulness. Hopefully surface mode has quads soon and voxels stay tris. ĭoing anything in a lower res in multires and then going to top layer just destroys the whole topology Until quad based workflow is added is hard to do anything polishedĬalculation time for quad based multires is much faster and doesnt destroy them mesh. The reason i cant do proper work is because 3dcoat is constantly destroying its topology, having tris when you subd or "res+" the triangles make dense areas, becoming little nipples over the mesh. I use 3d coat for concept work, so ill throw together a quick example and sculpt it properly in zbrush. I personally think adding multires was a terrible move.
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