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1. Why do I need 3d-coat? You may ask: "Why do I need 3d-coat
when there are such cool applications as Zbrush or Mudbox?" 3d-coat is not designed for creating a human
body out of a sphere or a cube. The main focus of the program is detailing and
texturing of objects already roughly shaped in another 3D-package. Here you
work initially on detailing level equal to 3-5 million of polygons. The use of
normal mapping as opposed to geometrical splitting allows to
considerably increase the editing and object viewing speed. It is common
knowledge that shaping an object doesn’t take long – up to a few hours maximum.
However the detailing and texturing are both lengthy, taking 3 to 10 times more
then modeling the draft itself. 3D-Coat is designed specifically to speed up
this part of the technological process. The program contains tools for
sculptural modeling, provides for a considerable change of shape, however
detailing remains the key function of 3d-coat. The key features of 3d-coat: Painting textures and sculpting. It combines painting layered textures and sculpting in one
easy to use interface. 3D Layers.
Every layer consists of a colour, specular, transparency and displacement
channel. Easy to use. 3d-coat has easy and
intuitive interface. Every control has a diplayed
detailed hint, so you can master 3d-coat very quickly. With it you can paint a
3D-Model as easy as in a 2D-editor. Copy/Paste.
You can transform parts of the texture, copy/paste, draw with curves, or splines. Paint
tracks and stitches. It has a simple to use
method to paint tracks and stitches. Connection with Adobe
Photoshop. It can work in a deep connection with Adobe Photoshop (R) or
any 2D-editor that can edit PSD files. Adaptive subdivision. The main difference between 3d-coat and other sculpting
software is its adaptive subdivision algorithm. Usually sculpting programs
divide every edge in 2 parts, so it is very difficult to work with long
polygons. 3d-coat however subdivides every edge in the source mesh depending on
its length. So long polygons may be subdivided in a
proportion of for example 9:147. You can change mesh resolution multiple
times (like other software usually does), but also in a percentage, for example
50%. You paint in 3d-coat on the vertices, but the adaptive subdivision makes
the subdivided mesh very uniform. It is preferable that the mesh has no
overlapping UVs, but 3d coat can generate its own UVs if neccesary. The usual workflow in 3d-coat is: -You load a mesh of 1-100 k polygons with rough
details modeled. You can additionally import a displacement texture with
smaller details drawn in. -3d-coat subdivides it up to a selected level (0.3-16 millions of polygons).
Every polygon is subdivided separately depending on its proportions. At any
time you can change the mesh resolution (see Commands->Change mesh
resolution). Subdivision can be based not only on multiple times as in other
sculpting software but also on a percentage. It is better to increase (not decrease)
the resolution during the edit process, as this is more predictable. -Paint
displacement/color/transparency/specular per new vertex. -Export
normal map/displacement/color/transparency/specular textures. Displacement is exported using the
difference of a vertex's position and its position on Layer 0. The
technology of 3d-coat: 3d-coat generates a normal map
"on the fly" to display fine details. It displays a base mesh of
40100 K polygons but the normalmap makes it look
like 1-16 million polygons. You can edit textures up to 4096x4096. Detail
features list: -You can edit
geometric details, color and specular. -Working with the
layers containing geometrical details, so as color and specular. You can apply
the following effects on layers: camber (emboss), transparency, shine,
contrast, brightness and modulation of geometry. It is possible to specify a
type of color operation when applying a layer for example, multiplication. -Geometry editing
is transparent for user, meaning small details get automatically transferred to
normal map, while large ones modify the geometry. This makes the number of
polygons on object in editing rather insignificant. It is completely
unnecessary now to create objects of 4 to 5 million polygons as detailing is
created partly with texture and partly with geometry. -Instead of
creating objects worth 5 million polys you can edit
objects of 40-50 thousand polys. As details are
hidden on texture, the equivalent resolution of the object is equivalent to a
number of pixels on the texture map. -High operating
speed owing to low number of polygons on objects edited. -Cover an object
with a material made of map of depth, color and specular. Creating new
materials is easy. -Possibility to
draw with complex-shaped brushes (like a tattoo), setting your own shapes of
pen. -Possibility to draw with brushes of ABR format (Adobe
Photoshop format of brushes). -Possibility to change mapping type - UV-map generation. -Calculation of global occlusion with an opportunity of
taking it into a separate layer. -Possibility to draw along splines
setting depth and width of pen for each point. This said,
you can set longitudinal shape of pen similarly to a seam on fabric or leather
surface. -Possibility to draw along splines
setting depth and width of pen for each point. This said,
you can set longitudinal shape of pen similarly to a seam on fabric or leather
surface. -Different types
of mapping for material application – from camera or cubic. -Possibility to
fill in self-contained parts of a set color with material similarly to flooding
in image editing programs. -Several types of
modeling approaches available – vertex and pixel. -Seamless object
texturing. -Export of objects
and textures. -Current layer
depth map export/loading.
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