3dcoat vs zbrush12/7/2023 ![]() Height, Specular, Erase Alpha, Color? Do these layers require very specific names and is there an order the layers must be in when exporting to png? I have Color and Height first and second respectively with the other two below it otherwise the whited or blacked out specular covers the image if at the top of my layer stack. Naming conventions for layers in a 2D editor: Sometimes the brush is just a big broken smear. Sometimes I can only get a Camera projection and not a Spherical or Cubed projection. is it much more than this (video at 0:29)? The folds will be simulated automatically, if I'm right.I've spent a good amount of time studying up on how to properly create Smart Materials but I keep winding up with some very wonky results either the brush doesn't paint or it paints the alphas as square or circular stamps, one after the other, so that the texture and color does not look contiguous. Maybe I did you wrong but if you want to fold a robe. Take a look at Elizabethan patterns or 16th century patterns for real headaches. Where they all run into problems is more complex clothing. The other option is to Sculpt the clothing first and then retopo it.Īny of the programs can do modern fairly simple clothing. Imagine trying to make a pattern for a long coat, or parts of clothing that fold over each other. In order for that to work the curve tools need to have the ability to be moved away from the retopo target. If your not careful this can become a real time suck.Īs far as 3d coat I think the retopo tool has more usefulness than sculpting, What I'd like to see in the 2021 version is the ability to use the curve tools to lay out a pattern to make the clothing panels and then stitch them together. Making the patterns and running the sim to "Sew" them together can get a tedious especially when you have to use pins to hold things together, making pockets, pleats etc. Once it's done you won't have to do any retopo etc to get it into another program. The good thing is you can check how the clothing is working on a short mocap. It's a bit complicated because you need to know a bit about how clothing patterns work and they are sewn together. Marvelous Designer is of course built for clothing and has settings for the type of cloth that is being simulated, Wool, canvas, leather etc. So you can "sculpt" the clothes but you will need to do a lot of work after words to get it animation ready. Then you will still need to rig it, weight painting etc.Īt that point all the folds etc you sculpted in may interfere with the animation. Once the clothes are sculpted you will need to retopo them and export it to whatever animation program you are using. It has a limited cloth sim now. But no animation. Zbrush is great at sculpting, and good with sculpting fold etc in clothes. I have all 3 programs and this is my view, but take it with a grain of salt. If I can sculpt in a similar way like ZB, I do not need ZB and so on. This leads me to the question - when 2021 comes out - is there any need to use more than 3DCoat2021? I am aware that the answer depends on the individual scenario but if I can create AND animate clothes, I think I do not need MD. But it seems, it's going to be a "Jack of all Trades". If I may say so: 3DCoat currently IS a good sculpting tool at this time. the news about the upcoming 3DCoat2021 shows some very interesting features - for both areas - clothes and sculpting (incl. While ZB is primarly a sculpting and texturing tool, MD ist tool to create and animate clothes. I am mainly concerned with the upcoming version in 2021. Maybe it's a creepy question but let me ask: Is there a way to compare 3DCoat with ZBrush (ZB) and Marvelous Designer (MD) - in certain respects.
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