

Finding out how to enable surface mode is not so obvious, you have to click a cube icon in the voxtree panel, which toggles the surface mode on. Changes done in surface mode are transferred in a sophisticated (and fast) way to the voxel model: most of the time areas that have been untouched by surface tools aren’t updated at all, this prevents unnecessary loss of surface details. If you want to see how the surface converts back into voxels, you can commit your changes by just pressing enter and the voxel model is updated.

In surface mode you can work with high density models, there’s no need to jump between surface and voxel modes. Instead of multiple levels, there are two options to work faster when you have a high density voxel model – “surface mode”, which turns a voxel model into a temporary polygonal surface mesh, and “downgrade volume”. If you’re coming from ZBrush or Mudbox, you’ll probably ask “how do you work if you don’t have different subdivision levels available?”
#3d coat paint objects software
It might not currently be possible to achieve as highly detailed sculpting levels as ZBrush or Mudbox allow for, but you can always export your work out and continue it in another software and return to 3D-Coat for retopologization, or UV mapping work if needed. You have to adapt your thinking to 3D-Coat tools. If you try to begin sculpting with a very high density voxel model, you won’t get far.

Increased density will make voxel tools operate a lot slower and you end up with a more or less sluggish screen update. When you start sketching out a model, it’s easier to start with a lower density voxel mesh, this is especially true with organic models. Model by Sami Sorjonen, created entirely in 3D-Coat. Multiple voxel objects can be used to create a sculpture. Most importantly, it’s very relaxing and a boost to creativity to start from a primitive or a blob sketched out with Snake, or other similar tool, and not have to worry about bad topology and lacking mesh resolution or polygon layout on critical areas.įreeform sculpting in empty space without a base mesh is possible in 3D-Coat. It’s easy to spin around models and concentrate fully on the sculpting work. Voxel sculpting tools have a quite natural feel to them, and the viewport controls work very well, following standard conventions. The major conceptual difference between 3D-Coat and 3D sculpting software that use subdivision surfaces is that voxels don’t have multiple resolution levels, only density. Voxels themselves aren’t a new invention at all, but so far there hadn’t been a decently-priced option on the market that functions without special dedicated hardware, especially for artists on a tighter budget. Voxel modeling is the most advertised feature of 3D-Coat and the reason why most potential users may be interested in downloading the trial version.
