Hello everyone! I continue to lead the Q & A section, and in this video I answer the questions from Eugene Drozdnika:ġ) Create a HQ seams for the sci-fi characters and techniques and then baking them in the normal map without loss of quality.Ģ) The decision to zbrush symmetry problem. Creation of HQ normal maps for Sci-fi objects. So they generally have a focus in them for dicing up polygons to make enough of them so that things look like they are smooth.įrom what you described you would probably want to go with 3D-Coat.Question/Ask. Well, the whole purpose of these sculpting programs is to produce an organic looking shape, and organic objects are made up of smooth looking surfaces. > stl surface as a michinable surface trying to replicate smooth stuff. > what is the quality, or do I have control of the quality of the resulting > add some texture to one of the surfaces in 3dcoat and export as stl, > SO a question would be: If I make a nice NURBS model in MoI, then In some cases you are working directly with polygons, so you have a really high density polygon soup that then has the polygons modified.ģD Coat's voxel editing mode does have something where you convert from voxels to sub-d surfaces I think, and then you can probably adjust the density of the final output polygons created from the sub-d smoothing process. > Can these packages control the poly dicing the way that MoI Can? SO a question would be: If I make a nice NURBS model in MoI, then add some texture to one of the surfaces in 3dcoat and export as stl, what is the quality, or do I have control of the quality of the resulting stl surface as a michinable surface trying to replicate smooth stuff. I've seen an STL produce good results from Shapeways with my MoI model, but.Thats MoI and a different process of printing. #3d coat vs zbrush how to(Most likely will just need to learn how to dice it up with the program).Thats probably the main aspect of my purchase with it.If the STL wil be a good result for machining. Can these packages control the poly dicing the way that MoI Can? or is the STL going to be basic faceted. I suppose I should load the demo, but I think I read that the demos dont save anything. (The next revolution: Sculptris for NURBS!!! Can you imagine seeing a car drive down the raod with warts and snakes all over it? Buwahahaha!) My CAM package doesnt work with OBJ and I dont want to have to start trying to convert poly's to NURBS. It outputs the result as "STL" which my CAM package can import and toolpath. The 3d coat will most likely be my choice. Create effects that would normally be just a bump map to render, but now actual "geometry" I can toolpath. SO something like make a box with lid and then scribble around on the top of the lid. I am interseted in the organic addition to some mechanical models. It kindof sounds like they are basically similar with regard to sculpting. Thanks for all the info.Thanks frenchy for laying that out. (this can be make inside Zbrush too with the crazzy sytem of Zphere + Zketch)īy Dan Crossland with (Maya low poly) refine Zbrush PS In general artists make first a box modeling low poly in their polys favorite prog then refine it inside Zbrush So I know them and theirs users and theirs conceptors )Īs I said above, for using polygons (organic models )you must have artist's feeling!Īnybody can't sculpt this without knowlege of anatomy )Īnd after if the UI is some hard it's not very easy, you must be "hooked" by a prog!Īnd after maybe 5 years minimum (if you are gifted) to feel good with it and make anything you want ) I have translated, Zbrush, 3D Coat, Sculptris, and many plugs of Sketchup :) #3d coat vs zbrush softwareAre you expert ( daily use ) in polygon modeling software today ?
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