
But then on the other hand, there's certain things you can do in 3D Coat that you can't do in any of those programs. There's a ton of stuff in Houdini too, where the boundaries between modeling and texturing melt and fuse into something amazing, more mind bending than any drug. You should probably throw Teya Conceptor in there too just because Arseniy Korablev is an awesome guy. I think it's great that Kenmo is using MOI 3D in his workflow, and it's great to use 3D Coat too. I'm a great believer in multiple tool approaches to problems we encounter in attempting to creat the things we desire. And then there's long curvilinear swept shapes with varying profiles too yeah you can sort of do that in 3D Coat but hmm.not really.

You simply cannot do that in 3D Coat, or even if in certain limited cases you can it's an immense time consuming chore involving all sorts of involved strategems while with MOI 3D it's simply a matter of selecting an edge with your cursor then hitting a button and then if you want you can fiddle with it by punching in some various parameters. You find a lot of such bevels and chamfers on an engine block.

Like what you say? Like bevels and chamfers on irregularly shaped edges between two boolean union objects for example.

There's certain things you can do in that program that you can't do in 3D Coat. I've played around with MOI3D and it's useful to an artist alright.
