![]() ![]() If you try to crank up the SubD levels to ridiculous levels and use crazy large brush sizes they will slow/bog down as well, if not crash. That is not the case in ZBrush or Mudbox, either. You are not using them the right way, and you can't assume that everything you do in an app should be instantaneous and lightning fast. You need to learn the tools BEFORE you try to test its limits. Surface mode is the best platform for most sculpting tasks in 3D Coat, now. As Carlos said, Voxels have their place to do boolean type operations and building up rough forms, and you can sculpt fairly well up to the high res stages, but it's not designed for uber-high detail. The bigger the object is in scale the bigger the resolution it has.Īlso, much of the development emphasis the past 3-5yrs has been in Surface mode, for pure sculpting purposes. When you are in voxel mode, scale matters. You're asking us to diagnose the problem blindfolded. You wouldn't ask a college instructor or lab assistant to come help with an issue on a project in college, without their being able to look at the screen and see what is going on. Plus, it's hard as Hades for us to tell what's really going on in the scene, without so much as a screengrab (ALT + SHIFT + S) or screen recording to go by. When you are sculpting on a 15mill+ poly object, you are typically sculpting much smaller details. You start at lower resolutions and build up your rough forms. Nevertheless, why would you possibly need 15mill on a sphere? Even in Mudbox, and ZBrush, you don't just jack up the resolution a crazy amount from the start. ![]() Try working with the default Human object from the splash screen. It should work fine, especially with an Intel i7, as the brush engine is highly optimized using Intel's TBB (Thread Builing Blocks) library, and then if you use the CUDA version it should work. ![]()
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