The purpose of this course is to introduce you to a magnificent multi-purpose 3D modeling tool, called 3D Coat (I cover this using version 4.0.04B). With this program, you can sculpt hard and organic surface creations using Voxels, retopologize your sculptures, UV unwrap them, paint directly on them (while baking high-poly details onto lower poly meshes, and export in a number of formats). This course includes almost 4 hours of instruction and is aimed at beginners to advanced 3D hobbyists and professionals who want to get familiar with 3D Coat for the first time. Students will receive custom user interface themes created by the instructor, as a bonus.
This course is aimed at new to advanced users of 3D Coat trying to get familiar with it for the first time. We'll cover the user interface, layout, customization, each major function and the internal workflow. By the end of the course, you should know all you need to to get started modeling from start to finish with 3D Coat.
Before going into detail about 3D Coat, it is important to understand some of its benefits and disadvantages.
Understanding what is likely the most major difference between 3D Coat and other programs like it (such as ZBrush) is critical to understanding how to work with 3D Coat. This major difference is the Voxel.
While very beneficial to the modeling and sculpting process, voxels do have their disadvantages.
In this section of the course, I'll introduce you to the user interface in 3D Coat. I'll cover each area in as much detail as necessary for you to get familiar with the programs main functions and layout.
It is critical in any application of this type to understand how to control it, and how to make selections. I'll cover these concepts here.
The Voxel Room is the starting point for many workflows within 3D Coat. It is important to get familiar with this area of the program, so that you can get the most out of 3D Coat.
Some users will want to know how to import existing models into 3D Coat. While this can be done in various ways and in more rooms than just the Voxel Room, many will want to start with the Voxel Room. I'll show you how.
Here, you'll learn how to export your work from the Voxel room in one of several formats to be used in many other 3D programs.
There are many brushes and tools in the Voxel Room. We won't cover them all in this introductory set, but you should still have enough understanding of various tools and brushes and how to adjust them, so that you can get started working effectively in the Voxel Room.
I'll introduce you to shaders in the Voxel Room. Shaders in 3D Coat help the user to visualize various parts of their work, as in highlighting details under various conditions. They also affect how a bake operation to transfer high details onto lower resolution meshes works.
Understanding how materials and masks can be used in the Voxel room helps to ensure your sculptures and models stand out, though more realistic or purposeful details.
The Retopo Room is yet another very important area of 3D Coat, where any of your retopology functions and even some UV functions lie. I'll get you introduced to this room, the tools, and even some tricks to get you going with retopology in 3D Coat.
While most of the UV work can and likely will be done in the Retopo room, the UV room is one of the major steps going from the Voxel or Retopo Room to the Paint Room. I'll show you some of the things you can do with UVs. in both.
The Paint Room is often going to be the final stage of your workflow within 3D Coat. It allows you to paint directly onto 3D models with color, depth, and specularity information. In Part 1 of this section, I'll talk about the user interface of the Paint Room in more depth.
Part 2 of the introduction to the paint room goes into great detail about the tools I tend to use and contains some helpful hints and tips to avoiding certain problems you might otherwise encounter here.
The Texture Editor is extremely useful when it comes to texturing certain models that could otherwise be difficult to paint in 3D. It also offers some functionality that you will find useful in your workflow.
When your all done in the paint room, you will likely want to to export your model. I'll show you how to export the model with textures and how to export the model and textures separately.
The Tweak Room can sometimes be a life-saver. I'll show you how you can use it even after you've retologized and/or painted your models to make final adjustments.
3D Coat is amazingly customizable. Here, you'll learn how to adjust the User Interface colors, layout, and menu options. I'll even show you how to save and load custom settings.
Our recap will review all the topics covered during this course.
I have been an IT professional for over 14 years. I have also been designing and coding websites for small to medium-sized businesses for over 6 years. In addition, I have been 3D modeling for over 5 years and have a degree in Game Art and Design.
I have a passion for learning, so I hope to be able to pass some of my knowledge onto others. If helping at least a few people get further in their skills, knowledge, or profession, then I've done my job. Keep learning and helping others!