A quick demo suggesting the speed advantages of using 3DCOat's voxel tools to rapidly create middle distance to far distance architectural details for your external render application of choice. Although rarely as crisp as polygonal models the speed advantages of modelling in voxels outweighs the loss of any detail or silhouette integrity which cannot be detected at these distances .
The best method I have found is to poly reduce an exported .obj mesh derived from your voxel sculpt is by using >File > export > obj and setting your poly reduction percentage high. This creates a low poly triangulated mesh which keeps hard edges nicely unlike a quad based autopo (automated retopology) routine that can soften or collapse harder edges. Should you wish you could then use your modelling app to covert tris to quads but I find that 3DCoat creates very adequate automated uv texture maps in the Retopo room for these imported low poly triangulated meshes.
Although you can further poly reduce these created meshes by merging the low poly exports to surface mode and painting poly reductions using the liveclay tools , I have found that this method too can collapse the edge integrity of these already low poly reduced hard edged meshes.
Credit goes to Javis Jones vimeo.com/10291522 for his technique which I also demonstrate for using the voxel sculpting tools to create normal maps details to bake in to the created uv texture maps for these poly crunched imports generated by the >File > Export poly reduction method.
NB: To support hard/ sharp edges in voxel sculpts you will need to ensure that you have a high enough voxel resolution to maintain edge integrity.
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