The best thing you can do in this case is to have an auto-image-reload addon and hopefully see the texture updated in Blender as well. Aside from very basic pixel painting, is quite OK, to mark some important areas with a marker, at about rough 20% then complete the rest 80% and polish it on some other image painting software. Texturing in Blender or texture painting in Blender is not even there. I mean that object origins have their own significance but when it comes to sculpting it just ruins everything, is only just one extra wall of difficult to manage. It means that you will have to go through lots of tedious steps of fix the origins at some point which is very boring and unproductive. I don’t know at this point if the “origin” of objects should be even a thing. Things are getting out of hand, regarding the origin of the objects. If you break a piece of work in multiple objects. Working with multiple objects in Blender. I will need to test the limits of 3D coat as well, not in strict terms, but at least should be quite easy to work with. Some things simply are forbidden in Blender and must be avoided. If you give ZBrush in terms of performance a “ten” then Blender would be a “3”. Performance in sculpting is good in Blender, but still you will always feel the pressure to keep low polycount. So definitely I am interested to see how working with multiple sculpting layers feels in 3D coat. So the point is that you can’t experiment easily and can’t think in more dimensions to allow more complex and interesting techniques, you are stuck in only one workflow and you will have to do all things incrementally and gradually. Blender lacks this dimensionality, the best thing you can go for is Multires modifier but since is also quite limited (can’t be combined with other modifiers / won’t support textured meshes) makes things no better. Which means is better to have worked on a project once to see where it fails and then repeat the process on a new project with a clean strategy. You better know what you’re doing before you do so. But you can only go this way, you can’t go back and forth, you can’t switch lanes to work in parallel. You can start from low poly meshes that are easier to manage and gradually increment the details with multires modifier. The equivalent in 3D Coat I expect to have some fundamental workflows for poly editing, such as subdivide and extrude. Rather than selecting vertices and using the transform tool, using the move brush is easier. Getting out of Mesh Edit mode and going to Sculpt Mode, is like 10x times easier and faster to work on. I have not tried 3D coat, I used Mudbox many many years ago and looks like it got almost no development since then, to become a robust and competitive piece of software.Īs of now, I do only sculpting in Blender so I can mention these information for sure.įor moving vertices around is very useful.
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