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Microvertex When you need to provide your model with high levels of “actual” displacement by means of sculpting or “painting” this displacement, one option to use is the “Microvertex” mode. In Micro-Vertex mode (on Paint Room), you can go to the FILE Menu > EXPORT > High Poly Mesh. That will bake the displacement down […]

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In order to learn to create 3d character art with 3DСoat, you need to know the basic principles of the program. 3DCoat is a program that has many different features and tools. There are 6 rooms in the program’s interface where you can perform a variety of tasks. So 3DCoat is a program that has […]

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If you want to use Reality Capture as a photogrammetry tool in 3DCoat, you need to install it first. It can be installed from Epic Launcher.If Epic Launcher is not installed on your computer, you can install it from the following link:https://store.epicgames.com/en-US/download 1. Open https://store.epicgames.com/en-US/download in your browser.2. Click the “DOWNLOAD EPIC GAMES LAUNCHER” button. The next […]

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How to non destructively re-import a different UV layout for your mesh without your texturing breaking 3DC project layer paints & materials onto the model to be able to re-project in case of UV layout changes.  Do you have a painted mesh… …but need to replace the geometry because UV layout changes ? Follow this […]

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v2024.22 add a new option “Edit->Prefs->Tools->Don’t group vertices per objects in OBJ files (like ZB)” for better compatibility when you need to keep the vertex order in OBJ files. Anyway, Coat preserved vertices order, but in some case it is not enough, and vertices should not be grouped. In this case you need his option. For texture Per Pixel Painting To […]

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From ZBrush For this step we use ZBrush demo soldier showing polygroups. Before export the body mesh, on ZBrush Preferences > Import/Export > Turn ON Export Sub groups. Go to 3DCoat Modeling Room > Mesh > Import (I have set color reference manually pressing RMB over Polygroup layer) Usually ZBrush models are small at import.Use […]

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