Helping to improve Carrara’s workflow, the Vertex Modeling capabilities that were previously only available in the Modeling room are now available in the Assembly room. This tool gives more power to the modeler, allowing them to model in context to the other objects in their scene.
The Bridge tool builds a connecting surface between two different mesh selections. It is very useful for creating a surface that joins two parts of an object such as a handle to a tea pot.
The displacement mapping in Carrara lets you deform the surface of an object using a shading function (texture map or procedural shader). This displacement simulates actual geometry, as opposed to bump mapping. With displacement mapping, shadows are created more accurately. You can even import 16-bit texture maps for better compatibility with third party applications, like ZBrush.
You can paint details with the greatest of ease, almost as easily as you would freehand. You’ll be able to make your characters and scenes as realistic as you wish. Create simple details, such as veins on a leaf, or customize a character into something completely unrecognizable.
The subdivision surfaces tool in Carrara have been greatly optimized and is now up to seven times faster. You can specify a different accuracy for modeling and rendering, allowing you to model quickly and still get the best precision at render time. You can also model directly on the surface.
Streamline the modeling process! Ideal for editing characters, this new symmetrical modeling mode will allow you to edit both sides of a symmetrical object at the same time. Most of the modeling tools support this feature, which makes it possible to cut the time required to complete a model drastically.
Utilize Carrara’s great modeling tools to make your own custom morph targets and easily save them as parameter sliders within your existing figure. Load in large lists of morphs and manage them easily via a helpful list view.