![]() ![]() It includes possibility to export assets directly to Blender with PBR textures and better compatibility and optimizations for UE5 game engine and more. The Auto-Export toolset has been improved significantly and offers a really powerful and convenient asset creation workflow. The Export of meshes in IGES format has been enabled (this functionality is available temporarily, for testing and then will be released as a separate Extra Module for an additional cost). Soft Selection/Transform (in Vertex mode) is also introduced in the Retopo/Modeling workspaces. A new Lattice tool has been added to the Modeling room. Using the Vox Hide option allows the artist to hide or restore areas that are cut, trimmed, degraded, etc. It allows the artist to both sculpt and paint with Voxels (true volumetric depth) simultaneously and is compatible with Smart Materials. Volumetric painting. A revolutionary new technology and first in the industry.Volumetric color completely supported everywhere, where the surface painting works, even light baking supported and conditions. Paint tools were also added into Sculpt room to simplify painting over the surface/voxels. haha, its funny.The final decision would. It is a Super-powerful, valence/density independent, screen-based color smoothing tool. Every newbie would have to deal with either 3Dcoat or blender after they get to realize the price point for Zbrush. A new tool called Power Smooth has been added. It is possible to subdivide models even to 100-200M. The subdivision of Surface mode meshes has been sped up significantly (5x at least, using the Res+ command). Auto UV Mapping. The quality of auto-mapping improved substantially, with much fewer islands created, a much lower length of seams, and better fitting over the texture. ![]() A Time-lapse Screen-Recording tool has been added, which records your work at a specified interval by smoothly moving the camera and then converting it to a video. You can add your own leaf types, sculpt the shape if needed, and export all this as an FBX file. The recently added Trees Generator tool now has the possibility to generate Leaves, also. You can rapidly step up and down the individual Subdivision levels and see your edits stored (throughout all levels) in the selected Sculpt Layer. 3DCoat will automatically create multiple intermediate levels in the process. The Retopo mesh can be used as the lowest Resolution (Subdivision) level. It fully supports Sculpt Layers, Displacement and even PBR Textures. We introduced a new system for a Multi-Resolution workflow. Enhancements to the Sketch tool make it more robust for quickly creating high-quality Hard Surface objects including better performance and stability.
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