

It wouldn't be as super smooth as your original voxel sculpt, but should still look quite reasonable.

Ideally, the polygon mesh would be a recognisable shape compared to your voxel sculpt, although obviously you need to allow for it to be somewhat angular/blocky due to the realtime rendering requirements of SL. This is the section where you can "build" a polygon mesh around your voxel shape - which then would be a viable mesh asset to optimise for SL. This is where the retopology aspects of 3DCoat are really needed, as the 3DC staff have already mentioned to you. Voxels, by their very nature, are extremely dense in regards to geometry detail, and hence are far too heavy for viable usage in SL unaltered. However, it is a VERY powerful application, which I can see myself using a lot more of down the track once the SL materials project eventually gets released (to create realtime bump / specular maps etc, if they become feasible within SL).Īlthough I am primarily a polygon modeler, I can see that 3DCoat could be quite useful for organic modeling via its voxel abilities, which you are no doubt already familar with. I have owned 3DCoat for about 12 months now, but thus far (to my shame) I haven't had a chance to properly explore it. Sadly the 3DCoat staff dont know much about SecondLife and their intructions keep assuming I fully understand the UI and have a deep knowledge of 3D modeling, retopologizing, UV, and their 3 types of painting.Īre there any 3DCOAT SL Mesh creatiors that have some basic easy to follow workflow steps on moving a voxel to SL DAE with the textures? Well after several emails back and forth with the staff at 3DCoat (and they have tried to be helpful), I am pulling my heair out is getting through 3DCoat's workflow steps from VOXEL to a texture painted model that can cleanly be exported to Blender. I also have been hoping that 3DCoat could do in 1 tool what I now rely on two tool to get ready to send to Blender for DAE creation. It uses the same Voxel modeling that Sculptris uses and has a lot of additional modeling tools that Sculptris doesnt have. So I decided to take a serious stab at 3DCoat. But I have learned that the ZBrush UV Master has become a critical part of getting the Scultpris model ready for exporting to Blender which in turn can create the DAE file.
#3d coat texturing exporting a diffuse texture as a 2d image how to#
I love Sculptris and thanks to some advice from this thread I have even been able to learn how to use Sculptris's polycount reduction tool and reduction brush tool to make some really cool artistic models to bring into SL. I have been experimenting wirh many tools and different workflows.

Throughout January I have been trying to figure out the best workflow to get a 3D Model frmo being sculpted to being textured to getting into SL with what was sculpted and textured.
