What I miss in both Blender and C4D is an advanced auto-retopology tool like Zbrush ZRemesher or 3D-Coat Autopo, following the flow of an object with clean, all-quad topology, suitable for subdivision. There's also a free OpenVDB Blender add-on offering the functionality to Blender users (too bad there's no version for Blender macOS yet): In Blender you can mimic OpenVDB's type of combining and melting together meshes using Dyntopo in Sculpt Mode. A really powerful tool once you get the hang of it: The C4D screwdriver creation video reminds me of the recent Project Primitive deformer addition in ZBrush 2018. And you can smoothly melt everything together using Dynamesh or Boolean + Tessimate. ZBrush offers Live Booleans, which also offer you to manipulate Boolean sub-objects in realtime until you're satisfied. C4D's OpenVDB volume modeling looks very useful, but except for the interesting non-destructive approach I see nothing that wasn't already possible using ZBrush and/or 3D-Coat, both of which are also based on voxels. I really like its UI, speed, smooth workflow and versatility. It's rapidly evolving into the ultimate voxel editor. The past few years I've been using MagicaVoxel. I've also used Voxel on the iPhone / iPad - for a while.Īnother voxel editor is VoxelShop - but it runs on a Java layer, which I dislike. Then I bought Qubicle Constructor - and used that for a while. Some other editors followed, such as Sproxel - but that's also discontinued. I made a lot of my early voxel works using that, but I believe it doesn't exist anymore. Some time later I discovered a voxel editor by an independent developer, called Paint3D for Windows. I used the 3ds Max grid snapping and extruded faces of a tesselated cube. There was no dedicated voxel editor that I know of back then. I started my first voxel works in 3ds Max, around 2006 or so I guess.
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