Hard Surface Sculpting Time-lapse in 3DCoat

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  • เผยแพร่เมื่อ 22 ธ.ค. 2024

ความคิดเห็น • 14

  • @androthebot
    @androthebot 4 หลายเดือนก่อน

    Nice video... how did you taper the pose tool selection in 14:05?

    • @SquareMeshDesign
      @SquareMeshDesign  4 หลายเดือนก่อน +1

      Hey there! Hmmm, I think I used a command to pivot the pose tool selection with symmetry but I stopped using 3DCoat some time ago and forgot some of the commands. If I happen to use it again I will message here again.

    • @androthebot
      @androthebot 4 หลายเดือนก่อน +1

      @@SquareMeshDesignI had to run your video frame by frame and noticed you changed the tool to polygonal and then adjusted it hehe... thanks any way. I'm curious did you switch to another 3d sculpting software? any reasons in particular?! Thanks!

    • @SquareMeshDesign
      @SquareMeshDesign  4 หลายเดือนก่อน +1

      ​@@androthebot That's a good catch! I should get back to 3DCoat remembering the shortcuts I had established haha.
      I stopped using 3DCoat months ago and started focusing on using Plasticity for modelling - It's a CAD program designed for artists who want to do hard surface design.
      It's easy to work with and can be bridged to Blender with the Plasticity-Blender addon. Quite flexible and fast in achieving certain things.
      I haven't abandoned 3DCoat for sculpting. I just haven't got the need to work with it yet. I find it useful in concepting something fast with some tolerance of error. I'm currently working on a project where I might need to create a terrain surface with small natural assets so I could use in Blender - I probably will use 3DCoat again soon.

  • @salomon_gutierrez
    @salomon_gutierrez 10 หลายเดือนก่อน

    Nice work! Have you tried exporting it to other applications like UE5 or Blender? And, just curious, what was the reasoning behind the choice of texturing in SP instead 3DC?

    • @SquareMeshDesign
      @SquareMeshDesign  10 หลายเดือนก่อน

      Thank you!
      Yes, I have tried exporting it in other applications. 3DC has an applink feature with Blender so I have used it multiple times for texturing and rendering purposes. I decimate the model beforehand in 3DC so that the polycount isn't as high so that I can work with it in Blender - roughly around 150-200k is where I keep the high poly count budget. Though, I can always decimate it further by using Blender's procedural modifiers at any time.
      I haven't exported it to UE5 yet, though it seems like a very good option for making concept work with the Nanite technology. Perhaps at some point I'll investigate this software more when doing environmental concept work.
      About the texturing part, I've used SP for a while in the past and it has become an essential tool integrated in my 3D workflow when texturing. Reason being is that it offers lots of control and flexibility and I guess there's also a subjective preference to it - I like how robust it is and organized sensibly without any distractions on the UI. Another thing is that it has PBR template for Blender, so if I have to make changes in SP and see the result in Blender, I can always re-export the textures and Blender will automatically update the textures on the 3D subject (It becomes like a workflow too).
      Surely, the same result can be done in 3DC and in Blender (by procedurally texturing it). I've tried like 2 times to texture something in 3DC but my learning curve experience with it was a bit difficult, time consuming, and a bit glitchy. However, I do notice the potential the software has and they are surely showing progress in the right direction and perhaps at some point I could swap to it in the future.

    • @salomon_gutierrez
      @salomon_gutierrez 10 หลายเดือนก่อน

      @@SquareMeshDesign I see. UE5's real-time renderer is perhaps unrivaled. Paired with the possibility of using Nanite for handling ultra high poly meshes and path-traced renderer, UE5 offers a serious rendering and scene building environment for 3D models. However, it is huge in size and can be quite demanding on your hardware.
      I am somewhat new to texturing and haven't used much of SP, I've mostly worked with 3DC. However, the recently released InstantMat peaks my interest as it combines procedural and layer based texturing, even adding some parametric modelling as well.
      It remains to be seen how well will it work. Hopefully this competition helps all the devs put forth more features and polish in their apps.
      Nice work with the box, I hope to see more of your sculpting in future vids. I mainly do polymodelling/texturing in 3DC so seeing how sculpt tools are used helps a lot. Thanks! 🙂

    • @SquareMeshDesign
      @SquareMeshDesign  10 หลายเดือนก่อน +1

      @@salomon_gutierrez Thank you, I'm glad that it interests you! There are future projects that I have planned for recording and uploading on TH-cam. I want to tackle with more sculpting, modelling, and texturing in various 3D packages while also showcasing some 2D concepting work. I look forward to it! 😄

    • @salomon_gutierrez
      @salomon_gutierrez 10 หลายเดือนก่อน

      @@SquareMeshDesignNice, I'll look out for them. Keep up the good work. 🙂👍

  • @strangeapprentice
    @strangeapprentice 7 หลายเดือนก่อน

    How to you make the linear Array? Can you explain further. Thanks!

    • @SquareMeshDesign
      @SquareMeshDesign  7 หลายเดือนก่อน

      Hey! Thank you for the question. Creating the linear array can be achieved by using the Twist tool. Depending on the complexity of your object, you select how many segments you want to replicate, the distance or overlap between those segments, and in what axis direction you want those segments to align in. These options are called "Number of Segments", "Overlap", and "Axis X,Z,Y". I think in this video when I was doing this, I had a bit of conflict due to having the symmetry on, so make sure that symmetry is off for proper execution! Let me know if this works out. Thank you!

  • @edypixel
    @edypixel 9 หลายเดือนก่อน

    3d coat for hard surface is insane but then the retopology leaves something to be desired.
    You can create the idea quickly, but the cost of doing the retopology is more expensive and takes a lot of time.
    Right.
    I'm using Plasticity to do the same and I'm doing well and I saw that you started using it
    top

    • @strangeapprentice
      @strangeapprentice 7 หลายเดือนก่อน

      There is auto retopo in 3dcoat. or just decimate it.

    • @androthebot
      @androthebot 4 หลายเดือนก่อน +1

      retopo is another discipline, this is for design... retopology artists will have to redo everything for production ready meshes but they won't have to worry about design. It's how this works.