I am wondering if 3D coat is worth learning for the retopology tools, I already know how to retoplogize a mesh in Maya. Any quick opinions on the matter?
Maya is definately the way to go if you already use it as a default modeling package. The less 3rd party software you have to worry about the faster your workflow will become.
Maya is definately the way to go if you already use it as a default modeling package. The less 3rd party software you have to worry about the faster your workflow will become.
I personally enjoy just retopoing in Zbrush.
You mean the manual ZSphere placement? That's literally the least efficient retopology method I know of. Why do you prefer it?
The less 3rd party software you have to worry about the faster your workflow will become.
I disagree, always use the best tool for the job. It only takes 10 seconds to jump to another application, if it's twice as efficient, it's easily worth your time to learn it.
3D Coat has the added advantage of being great for UVing and texture painting too, so it's not like you're learning a new tool for only one small element of your asset creation pipeline.
"Correct me if I'm wrong but Topogun didn't see much support in the past couple years and you are generally better off with maya or 3dcoat."
I personally don't have much experience with the 3DCoat retopo tools (they didn't seem like anything special when I tried them), but when it comes to comparing Maya to 3DCoat for that specific task I don't think that the fact that Topogun hasn't gotten a major update recently is really relevant. If it's good, it's good !
And besides it having very good retopo tools, it is also capable of important very dense highres models without any need for polygon reduction, while maintaining a solid 60fps in its viewport. Solid stuff.
"Correct me if I'm wrong but Topogun didn't see much support in the past couple years and you are generally better off with maya or 3dcoat."
I personally don't have much experience with the 3DCoat retopo tools (they didn't seem like anything special when I tried them), but when it comes to comparing Maya to 3DCoat for that specific task I don't think that the fact that Topogun hasn't gotten a major update recently is really relevant. If it's good, it's good !
And besides it having very good retopo tools, it is also capable of important very dense highres models without any need for polygon reduction, while maintaining a solid 60fps in its viewport. Solid stuff.
Thing is though, that while it was amazing a few years ago, its features all seem pretty standard now. From what I've seen, it seems at least that Modo, 3D Coat and Blender+Contours can do pretty much anything it can, and more.
Yeah, some of the features are pretty basic ; and indeed for some specific parts I sometimes end up working in a regular 3d environment. But still at the end of the day being able a 742mb OBJ without any slowdown is pretty important (doing exactly that right now !) - and to some extent is just as, if not more important than innovative retopo tools.
Replies
I personally enjoy just retopoing in Zbrush.
I personally don't have much experience with the 3DCoat retopo tools (they didn't seem like anything special when I tried them), but when it comes to comparing Maya to 3DCoat for that specific task I don't think that the fact that Topogun hasn't gotten a major update recently is really relevant. If it's good, it's good !
And besides it having very good retopo tools, it is also capable of important very dense highres models without any need for polygon reduction, while maintaining a solid 60fps in its viewport. Solid stuff.
From what I've seen, it seems at least that Modo, 3D Coat and Blender+Contours can do pretty much anything it can, and more.
Though it is better than Maya or ZBrush still.