I’ve been using 3DCoat quite a bit since I started testing it. I don’t think I can comfortably go back to using Blender’s sculpting much having used it; it just lacks a lot of the features 3DCoat has by default, or, it has them, but they’re awkward to set up, and, at least on my device, the performance is far better in 3DCoat than the equivalent polycount in Blender, and its painting and retopology tools are very convenient.
But, I’m still not entirely solid on how I should be using it. What level of detail to use, how I should block out limbs. The voxel sculpting is convenient for making a base mesh shape by putting together some primitives, but I don’t like that method. It doesn’t feel good for me, and I find it awkward, especially in the absence or convenient transform hotkeys like Blender, where I just have to press one button and move my mouse. Or it could have those, and I just haven’t discovered them yet. I wonder what the best resolutions are to work at when doing various things, such as blocking out, starting to get more detailed, etc. I’d prefer to be able to sculpt without thinking about that, but if I went to a high resolution straight away, I’d end up with something lumpy. Although, that also depends on the brush size.
For starters, I’ve been doing more faces.
I’m not very good at faces. That was one I did a few weeks ago, and it’s quite poor. I didn’t reference, since I was just doing it for practice with the software, mostly, but it’s still bad. It also looks too much like the same face I do if I do a head without thinking about it. I’ve been wanting to gain variety, so I tried doing different heads, too.
I quite liked how that one came out. I like wider noses like that better than sharp and narrow ones. I still need to tackle eyes more, though. They’re something I’m awful at. I should practice more on those, too. I think my current experiments with different detail levels won’t apply to eyes, though, since they’re likely to be detailed just by being the way they are.
I also experimented with some torsos. I didn’t reference, so they’re also flawed, but the main point was learning what works better. This first one, I tried a resolution of 2.00, but using smaller strokes. It was a bad one, I think; I found it became lumpy easily even after smoothing, and didn’t really benefit from it. It was slightly clearer crap.
The next one, I tried a similar level of detail, but using broader brushes. I haven’t tried smoothing this out yet, but I feel better about it; I was able to build up the general shapes more easily, while still being fairly clear. I used the General Clay brush to just build this up and carve bits out, unlike my usual method that uses the General Clay brush to make the general shape, then the Flatten brush to make it into the shape I want.
I still have a few days left on my 3DCoat trial that I want to make the most of. And apply this to proper models.












