That's why its usually good practice to keep your models poly count as low as you can, this is why I suggested the above workflow of keeping a low poly and then just sculpting your high details and baking out maps for them (Normal Map, AO, Cavity, etc).Īnyway I hope that helps, any further questions you can add me on Steam or just reply back here. The best way to unwrap in Blender though would be to mark seams on your model and unwrap bit by bit, 3D - Coat works the same way, along with all the other modelling apps out there. In regards to UV'ing in Blender, I am no pro as Blender has a really strange method for unwrapping, you have to project from views or you can do primitive unwraps. Then you are ready to paint/texture which can also be done in 3D - Coat through the 'Paint' room (4.5 has PBR now!) If so then the above workflow is perfect but if you aren't worried about realtime rendering for games then go crazy with your model, you won't really need to bake anything, you can make your base mesh in Blender and import that in to 3D - Coat for voxel sculpting and then retopologize after your sculpting in the 'Retopo' room and UV unwrap from there. I am assuming that you want your model game ready? Once you have done your UV mapping you are ready to bake. The usual workflow would be to import your low poly model into the 'Retopo' room in 3D - Coat and then UV map the low poly. Once you are done then you are ready to bake and guess what, you already have your low poly from Blender to bake your super details onto. Just sculpt in surface mode rather than voxel mode for your super details. DO NOT make big changes to the model, by that I mean don't make any changes to the topology of the model. Then bring it into 3D - Coat (don't worry about UV'ing at this point) and then sculpt your super details for your model. 3D - Coat is RAM heavy, more so than your other modelling applications.Ī simple workflow from Blender to 3D - Coat would be to model your base mesh, no details, just the base mesh. One thing to note though is if you are going to be sculpting super detailed models in 3D - Coat I would suggest at least a minimum of 16GB of RAM. Plus UV mapping in Zbrush is a pain, the usual workflow for that is to make 'Polygroups' and then use those to UV unwrap but it is horrible, if that is one thing Zbrush doesn't do well its UV mapping.ģD - Coat is fantastic for dealing with really big and I mean big models because it doesn't actually use polygons it uses voxels. Zbrush is made to deal with high polygon models so you won't really have much issues with performance until you start going into the millions of polygons, unless you have a super computer haha. Has anyone found a good way to go between 3D Coat and Blender?Īny advice from someone more experienced is appreciated. While i've tried in Zbrush a bit I am struggling there and I actually am more comfortable with 3D Coat. Now If I export and bring it into 3d coat or zbrush though I noticed I don't have that lag issue whatsoever when trying to work the same model I original made in blender via another program for uv mapping. If I drop the subdivision level down one then it's fine but it doesnt look as good which is bad because I need the next level up to keep it looking really nice. I'm 100% sure it's got good topology currently but keeping the details in it at higher levels while trying to create a uv map for it in blender are very laggy. What I really hate about blender though is that the UVmapping is so immensely tedious on more complex models.įor instance I've currently built a Robodog Model and I need to create a custom uv for it as well as other maps to keep it flowing nicely for rig, pose, and eventually animations. I'm mainly currently a blender artist though I've dabbled between Blender, 3DCoat, and Zbrush.
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