Old 06-23-2009, 04:49 AM   #1 (permalink)
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Default 3D-Coat 2.09 Incl Keygen-Lz0

3D-Coat 2.09 Incl Keygen-Lz0


Description:

Painting textures and sculpting. It combines painting layered textures and sculpting in one easy to use interface.

3D Layers. Every layer consists of a colour, specular, transparency and displacement channel.

Compatibility. Full compatibility with Light Wave 3D, Modo through .lwo format, with Maya, 3ds Max, Carrara through .fbx (import) and .obj format.

3D mouse support. 3D-Coat supports 3D SpaceNavigator of 3DCONNEXION. Navigation became more handy and intuitive.

Connection with Adobe Photoshop. It can work in a deep connection with Adobe Photoshop (R) or any 2D-editor that can edit PSD files.

Adaptive subdivision. The main difference between 3D-Coat and other sculpting software is its adaptive subdivision algorithm.
Usually sculpting programs divide every edge in 2 parts, so it is very difficult to work with long polygons.
3D-Coat however subdivides every edge in the source mesh depending on its length. So long polygons may be subdivided in a proportion of for example 9:147.
You can change mesh resolution multiple times (like other software usually does), but also ina percentage, for example 50%.
You paint in 3D-Coat on the vertices, but the adaptive subdivision makes the subdivided mesh very uniform.
It is preferable that the mesh has no overlapping UVs, but 3d brush can generate its own UVs if neccesary.

The usual workflow in 3D-Coat is:

- You load a mesh of 1-100 k polygons with rough details modelled. You can additionally import a displacement texture with smaller details drawn in.
- 3D-Coat subdivides it up to a selected level (0.3-16 millions of polygons). Every polygon is subdivided separately denpending on its proportions.
At any time you can change the mesh resolution (see Commands->Change mesh resolution). Subdivision can be based not only on multiple times as in other sculpting software but also on a percentage.
It is better to increase (not decrease) the resolution during the edit process, as this is more predictable.
- Paint displacement/color/transparency/specular per new vertex.
- Export normal map/displacement/color/transparency/specular textures. Displacement is exported using the difference of a vertex's position and its position on Layer 0.


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