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    1. VerTexture
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    3. Modeling
    4. Paint
    5. Render
    6. Retopo
    7. Simplest
    8. Tweak
    9. UV
    10. Sculpt
    1. File
    2. Edit
    3. View
    4. Textures
    5. Symmetry
    6. Layers
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    9. Windows
    10. Scripts
    11. Help
    12. Geometry
    13. Mesh
    14. Bake
    15. Curves
    1. NavigationMenu
    2. CurvesMenu


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Textures
Textures ->
Use Original UV
This option is important for models with overlapped UV clusters; for example with mirrored UV's. In this case you should load the model with the 'Keep Clusters' option. (See 'Open OBJ') UV-coordinates will be modified so that texture clusters will not overlap each other. If the 'Use original UV set' option is checked, then models and textures will be exported with the original UV set. Otherwise the new UV set is exported
Textures ->
Save Glossiness as Normal Map Alpha Channel
Save the Glossiness channel as an alpha channel in a normal map
Textures ->
Save Displacement Map to Alpha
Save displacement to the alpha channel of the normal map
Textures ->
Don't Use Alpha in Normal Map
Normal map will be stored as RGB image
Textures ->
Don't Use Alpha in Color Map
Store all textures - normal map and color/albedo as RGB images without alpha
Textures ->
Import UV
Import object that contains UV-set. The new UV-set will replace old one
Textures ->
Export UV
Export the object without textures. This command is best used with the 'Import UV-set' option. This combination allows you to export a UV-set, edit it with a graphics editor, then import it again
Textures ->
Export SL Sculpt Map
Export "Second life" sculpt map
Textures ->
Texture UV Editor
Open a window to view or edit textures, and tweak UV-sets
Textures ->
UV Manager
Open a list containing all the UV-sets associated with the current object
Textures ->
Mesh & Texture Resolution
Mesh & Texture Resolution
Textures ->
Texture Baking Tool
This tool allows you to get projections of color, Glossiness, normal, and displacement maps on meshes with completely different topology. The mesh to project the texture on can have several surface materials, which will result in several exported textures
Textures ->
Calculate Occlusion
This tool calculates the global illumination from many spot lights distributed over the sphere or hemisphere. The calculation can take a long time

OCCLUSION_TOOL_WORK_HINT
Textures ->
Calculate Curvature
The curvature layer is required to use cavity/curvature as condition for materials or conditonal painting. The command will update cavity/curvature layer using current displacement and normal map.
Pay attention that curvature consists of two components. First is local curfature that allows to detect small details, scratches. Second is long - range curvature that flows smoothly and allows to detect large details. Set intensity for both types of curvature.

CAVITY_TOOL_WORK_HINT
Textures ->
Offset Tool
Offset can only be applied after "Import image plane"
Textures ->
Light Baking Tool
Light Baking Tool

LIGHTBAKING_TOOL_WORK_HINT