Hi klaudio,
First of, to be sure, I'm not a topology modeler expert. In fact, I'm not a 3D modeler expert-- and I say that so that you understand my purpose for using programs like MoI3D, SketchUp and now 3D Coat.
(
I also use Lightwave* as a SubD modeling tool-- but for different reasons. FWIW, I'm also now starting to play around with Unity and UE4. I like KeyShot as a main renderer, though Octane is fun, but not finished enough for me. )
The single most important point issue for me w/regard to modeling (and rendering) is simple:
It must have an easy to learn, easy to use, and fast to develop with UI. The purpose for this is I don't spend all my time in the 3D world. I use lots of other programs, (Pshop, Illustrator, AE, Muse, Videoscribe, etc.) and even spend time programming from time to time-- plus I am a business strategy design consultant and while sometimes this requires me to use 3D, it also requires lots of other skills as well.
So, if I learn a program, like MoI3D, it may be months before I use it again and I need to be able to jump back in without much help.** In order for this to work for me, the programs I choose to work with may in fact allow for trade-offs. For instance certainly MoI3D's major selling point is the acceptable trade-off of a great intuitive interface vs the ultimate power of other harder to use products, like Rhino (which I also have a license for but choose not to ever use).
Sorry for the long winded soliloquy, but IMO it's important to understand the reasons I use for choosing one product over the other.
So, in looking at both products, and my requirements for hard surface concept modeling and speed, 3D Coat eventually was the correct choice. But frankly, I originally started to look again at 3D Coat (via help at these forums) as
the fastest and best way overall to quickly create UV maps for MoI3D, while also providing a decent PBR mapping solution. It's like getting a great UV mapper with very basic PBR capabilities of Substance Painter (and Designer).
Even if you do nothing else but UV map MoI3D objects and texture them (a
good tute for that), 3D Coat is definitely worth the price.
I had actually tried hard surface modeling in 3D Coat years ago and concluded it just wasn't up to the task. Fortunate for me, Marco and others here on the forums pressed me to give 3D Coat a try for modeling. Just as going from the poly world of SketchUp and Lightwave to the NURBS world of MoI3D, switching over to voxels is a bit mind bending.
I spent a good amount of time researching workflows and purchased several tutorial video series, among my favorite ones include:
I pretty much viewed them all in that order. I would download them to my iPad and watch them on trips (I got a lot done on a trip to China!).
Jama pointed me to the potential of using 3D Coat as a sketch tool, like Photoshop. He also focused on
just enough detail where you don't need things perfect-- which is really hard for a NURBS person to grok. In fact, I saw some Zbrush KeyShot renders and thought they were a bit 'doughy' and wondered if tight models can be had in topology modelers. Jama's tutes showed using scale and complexity to fight 'doughy.' Plus he had some interesting KeyShot hacks as well. Sadly, Jama's 'basic teaching' of 3D Coat wasn't very good. Overall, I was quite satisfied with his tutorials, even though they were the most expensive.
Scott Turners tutorials are great for the basics. While not as exciting as Jama's, he did spend more time going over the tools and how to use them. Also good value.
A 3D buddy of mine on the west coast turned me on to
Fuad's tutes. They have no sound or captions, so aren't of great value other than watching and taking notes. At first I was quite disappointed, but then I did find some interesting techniques. I suspect his and Jama's will provide for more insight as I continue making progress.
You know the difference between voxels and pure topology, and I'm told 3D Coats voxels are superior for quickly sketching with geometry. I'm pretty sure those interested in creating cartoon figures, dinosaurs or other character modeling may wish to use ZBrush as I believe it can create even finer resolution maps (normal and distortion) but I think it's more of a Rhino solution than a MoI3D Solution.
One serious caveat for 3D Coat. You cannot UV map a voxel model. That means you can't use the great PBR shaders and UV map tools unless you RETOPO the voxel model-- which for a model like the one above is quite a problem. It has 8 million polys and no UV mapper I know of can auto map it-- including 3D Coat's own auto mapping routines. The same is not true for ZBrush with regard to KeyShot-- as they have a special KeyShot plugin so there can convert the high density models with PBR maps intact. This is a major PLUS for ZBrush. Plus smart PBR shaders can help hide surface defects of topology modelers. All that said, I really don't know how well any of this works in ZBrush and would be interested to learn more.
I'm still trying to figure out the simplest way to get from voxels to UV mapped polys in 3D Coat. The RETOPO function is fairly powerful, and I suspect I'll just have to dive in.
Lastly, one of the more important and new features of 3D Coat is it's
Live Clay feature. With this it's possible to create stunning levels of tiny detail which help fight off the 'doughy' look. Oh, and if you're into 3D printing, 3D Coat is really good with it as voxels are solid, unlike ZBrush polys.
Congrats if you've made it through this rather long-winded reply. I'm always looking for faster and easier ways to generate concepts. Below is a couple of concept models I created in only a couple hours today. Could never have done this with NURBS or Polys that fast. :-)
*
Lightwave is the exception as I learned it 20+ years ago. It's very complex, but I've put in enough hours to figure my way around when I need to!
**
An interesting way I do this is when I begin to learn a program (MoI or 3D Coat), I document some of the most important things I need to learn via YouTube which makes it easy for me to go back and learn them in case I forgot! MoI3D channel ->
https://www.youtube.com/playlist?list=PLnK-YGmMYI75_4Bn8HT4HNVkaMp3y1tSw

