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3d coat tutorial
3d coat tutorial











  1. 3d coat tutorial how to#
  2. 3d coat tutorial full#
  3. 3d coat tutorial pro#
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I suggest you to do it in Voxel mode and eventually, if you want, you can further transform the object to Surface mode. The example is very coarse and easy, but with the right time it's possible to do sharper and polished models. Here's a simple tut the I have made for you and it's about the Spline tool. (I know, it's easy to do with flow in MoI!) I often use it and it's a big time saver.ģ) > BTW, as long as you're giving tips, how would you add the flex hose pattern to a hose object created with curve as in this picture. An excellent product with very good cost/benefit ratio.

3d coat tutorial pro#

I can suggest you the "Wacom Intuos Pro Medium". If you want to easily work with sculpting software, for some situations a Wacom it's necessary. (I know, it's easy to do with flow in MoI!) Also, how does one create 'glass' in PBR?ġ) > I'd like to be able to do the same in 3D Coat as it 'fills' a hole in my 3D arsenal.įor me too 3D-Coat is the "missing link" between Nurbs (Moi/Rhino) and Poly/SDS (Rocket3F/NVIL).Ģ) > unless you have mad sculpting skills and a wacom- neither which I have or intend to have. I'd like to be able to do the same in 3D Coat as it 'fills' a hole in my 3D arsenal.īTW, as long as you're giving tips, how would you add the flex hose pattern to a hose object created with curve as in this picture. I can literally go months without using either one and jump back in pretty much where I left off. Keep in mind, just like MoI, I'm looking for quick 'get in' and 'get out', which is why I like MoI and SketchUp. Plus, the workflow for a car model must be something short of horrendous in 3D Coat- unless you have mad sculpting skills and a wacom- neither which I have or intend to have. The car model was nice but I couldn't get close enough to see it. While *very* nice, I noticed most didn't have close ups of hard models, which is of course a worse case scenario for topology modelers. Yes, I did take a fast look (on my iPhone) of both the PBR shaders and the contest winners and runners up.

3d coat tutorial

It sounds like using Live Clay in S mode is the secret. I actually did try and use some features (like Extrude) in Surface mode and really didn't see much difference. Still, fwiw, I think once you add groups and instances and hierarchies, the current system will have to change. Perhaps an option but yet introduces even more modes. This can toggle between different gizmo configs: rotate, scale, translate. I've also seen a small gizmo mode icon show up outside the bounding box of the selected object. Maybe holding down a modifier key will toggle between Edit Frame (orthogonal view, NONE 3d view) and a Gizmo view in all views.

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I can see how creating a Gizmo could be quite the task, plus how it will automatically 'get in the way' with the current display.

3d coat tutorial full#

Too often it just snaps out of the orthogonal mode and into full scale, which doesn't happen with a Gizmo. And, one of the hassles of the current 2D Edit Frame is it's difficulty in scaling in one direction orthogonally.

3d coat tutorial

Not to mention having to switch between local and global axis modes.

3d coat tutorial how to#

My current best thinking is that it may get somewhat confusing in 3D space- how to combine scaling (1D,2D and 3D), rotation (plus rotation lock increments), and translation (again 1D,2D and 3D) in one set of controls which is intuitive to use in a edit frame type gizmo. Of course the big winner in the Edit Frame is the fact it's pretty much out of the way and for the most part modeless (on when something is selected and different modes when you engage different modifier keys).













3d coat tutorial