The advantage of 3D-Coat is that it can also be used to modify imported 3D models from various commercial 3D software products using plug-ins called Applinks. After 30 days of free trial you can still work in 3D-Coat in the Free Learning mode. There are currently 196 free ZBrush brushes and over 150 free 3D-Coat brushes available. Download 3DCoat here to get your 30-day free 3D Coat trial. Updated 30 June 2017: You can now download Michael Dunnam’s free resources from his Gumroad page. Kudos to both of them for providing a fantastic free resource. The brushes have been getting a lot of attention since the first set were released last month: our excuse for being late to the party is that Phil Nolan has just converted them into PenPacks for use in 3D-Coat. All the files are packed up as RAR archives, so you’ll need a tool like IZArc capable of unpacking them. The brushes are organised by type (Stroke, Drag, clothing, terrain, technological, skin, natural textures), and can be downloaded individually, or in themed sets.Įach ZBrush ZBP file comes with an accompanying PSD showing the hi-res alpha image used to create it. The full collection of 125 Drag and Stroke brushes can be downloaded for free from his website, and has now be converted for use in 3D-Coat.Īrtist Michael Dunnam has released 125 free custom ZBrush brushes created for use in his sculpting work. That’s what it was designed for.Posted by Jim Thacker Download 125 new ZBrush and 3D-Coat brushesĮight custom ZBrush Drag brushes created by Michael Dunnam. It gives me good results I can work with outside of 3dcoat at a click of a button. So far I just haven’t had a need to improve on what the current auto mesh generation can do. I always subdivide my retopologized mesh, so that it absorbs more of the detail from the voxel sculpt, then send it to zb. This is what I do anyway when I start something from scratch in 3dcoat and intend to finish the high rez in zbrush anyway. It will still conform to the high rez voxel sculpt. You don’t even have to worry about a bit of clipping here and there with lower rez areas either really. This is still a huge time saver that allows you to compromise between control and speed. In key areas like faces it may be more beneficial to retopo them by hand, while automating the rest. So if you need a bit more geometry around key points, just delete the polygons there and rebuild them by hand, making sure to add a few extra. The manual tools can also be used to alter that mesh as well. Topology is less important here, so long as you get good polygon distribution overall. The way it works in 3dcoat right now is fine if you are just doing still renders or even just sculpting that mesh and baking it down to something else later on. I think the return on the effort for doing a good auto mesh generation solution will not be worth it - at least not right now while there are bigger issues to deal with. It’s a pretty simple task for voxels, but the possibilities are pretty wide open for use. Here’s a quick vid from an early alpha build I like to show that illustrates how you can merge voxel objects together seamlessly: 3dcoat is very well equipped with good retopology tools that complement the voxel sculpting, making it very compatible with other 3d apps. When I need high resolution details I just send a polygon mesh from my voxel sculpts over to zbrush and finish it there. Because there is no dependency on polygons, you are also free to merge voxel meshes together from multiple sources, or take parts away at will, including creating holes, etc.Ĭurrently detail sculpting is rather weak in 3dcoat, but I expect this will improve soon enough. 3dcoat’s main strength I would say is in being able to start things and take them to a coherent, recognizable shape. Voxels are not dependent on polygons nor vertex order when sculpting, so you are free to shape them and change their volume all you like - unlike other sculpting solutions, which depend completely on mesh topology and polygon density. But with a spere as the base mesh don’t you waste tons of unneccesary polygons + you get stretched quads which leads to an even higher polycount needed?
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