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Expand All Collapse All
  • Introduction to 3DCoat
  • Getting started
    • System requirements
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    • Startup error
      • Startup error Mac
    • Upgrading permanent license
    • Linux Setup
      • Linux initial setup per-user installation
      • Linux initial setup for system
      • Tablet setup
      • To GTK3 from GTK2
    • Folders Structure
      • Custom documents folder
    • Different Forms of “Resolution”
    • Import and Export
    • Applinks in 3DCoat
      • Blender 4.1 applink
        • Blender with the Applink in Linux
      • Blender 4.2/3 applink
      • Max Applink
      • Houdini applink
      • Lightwave uplink
  • Navigation
    • Opening Dialog (Quick Start Menu)
    • Navigation Panel
    • Camera and Navigation
      • Customize Navigation as Blender
    • Viewport Navigation Gizmo
    • Left tool panel
    •  Activity Bar
    • Navigation using 3DConnexion devices
      • How to compile Spacenavd on non Ubuntu distro
    • Stylus doesn’t work in sculpting
    • Hotkeys
  • Interface
    • File
    • Edit
      • Calculate Curvature
      • Calculate Occlusion
      • Light Baking Tool
      • Preferences
    • View
    • Symmetry
    • Textures
    • Calculate
    • Layers
    • Freeze
    • Hide
    • Bake
    • Curves
      • Curves editor
      • Fill with mesh layer
      • Scale of imported curves
    • Windows
      • Tabbed and Popup Panels
      • Controls
    • Scripts
    • Addons
    • Capture
    • Help
    • Room Customization
    • Modify or Create new Room
  • Brush Components
    • Brushes general use
      • Create alpha brushes and decals
      • Making alpha from current sculpt
      • Create a Brush from a 3D Object
      • Create brushes based on Curves
      • Load photoshop .abr brushes
    • Strokes
      • Curves Popup Menu
    • Brush Options panel
    • Brush Top Bar
    • Conditions Limiter
    • Strips Panel
    • Stencils Panel
    • Smart Materials
      • Add new images or materials
      • Attach a Smart material to a layer
      • Import Quixel Material
    • Presets for Brush alphas
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      • Texture Painting & Modes
        • Per Pixel Painting
        • Displacement Painting (Micro-Vertex)
        • Ptex Painting
        • Surface Painting (Vertex painting)
      • Importing Into the Painting Room
        • Initial CC subdivision
        • UV Set smoothing
        • Sharp (hard) edge
        • Lock Normals
        • Load new UV layout After Model Changes
        • DAZ Genesis models into 3DCoat
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        • Edit menu
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        • Bake Paint menu
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        • Density and Resolution
        • Clay Engine
        • Right-Click Menu
        • Voxel Tools
        • Surface tools on Voxels
        • Voxel Adjustment Tools
        • Volumetric Painting
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          • Multires adjust
          • Multires commands
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        • Splines model creation
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      • Live Booleans
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      • Comparison of different roughness values
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      • Turntable
      • Fakebake the lighting -non PBR-
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      • Left tool panel
        • Add Geometry
        • Tweak
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        • Selected
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      • Loft surface example by Fluffy
      • Blockout by Poeboi
      • Import Zbrush Polygroups for UV mapping
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Exporting from the Painting Room

680 views 0

Written by Carlos
September 19, 2022

There are only two categories of export that can be performed while working in the Painting Workspace:
1. Export of the polygonal model as defined in the UV Workspace.
2. Export all of the Painted Textures created in the Painting Workspace.

Without UVs there are no textures to export.

A UV layout defines how a 2D image or texture map is wrapped onto a 3D surface.
UVs usually only become necessary when you begin painting textures or you want to bake out normal maps.

All Texture Painting Data is contained within the various Layers which have been created in the Painting Workspace.
This data exists in the form of the five basic channels that are created at the same time you Paint that information onto your mesh.
Separate maps are saved for each of the five categories of texture that you have created by painting onto your model: Diffuse Color, Glossiness Color, Emissive Intensity, Normal (bump) information, and Displacement information.

As is the case when exporting data from the UV Workspace, on 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 without textures, that can be used as morph target on other apps.

Export Constructor


When you choose a preset, then changing settings doesn’t matter, the preset settings override the export settings that are on Preferences.
So things may change from one preset to another even if the exported normal map type is the same,  because Triangulation method, Normals Calculation Method or the Tangent space may be different from one preset to another and these three settings are included in every preset, plus some presets have settings set for Swap TB and Denormalized TB, which changes things too.

Activate the Export constructor command to see export presets

Export Collada file


3dCoat is unable to export Collada correctly when there are multiple “faces” (uv-sets in retopo room, surface materials in paint room).

The solution always used is this :
– Export collada only from 3dCoat only for simple objects that have only one surface material
– In other cases always export as .obj which you then import in Blender and export as collada from there.

In this video we explore the Export objects and textures dialogue


Exporting a Displacement Map


A step-by-step video showing how to bring in a low poly UV’d object and sculpt additional details onto it, then how to bake out a displacement map and view it onto the low poly model by Industry Tuts.

Displacement is exported using the difference between a vertex’s position and its position on Layer 0.
Vertice positions will be taken from Layer 0. This is the preferred option for low-poly export.

Displacement is always based on Layer 0. But the positions of vertices on exported OBJ file depend on your choice. It is better to use such combinations of export checkboxes:

– Set 1: Use it if Layer 0 is not distorted.
[x] Use source positions
[ ] Pick positions from Layer0
[ ] Coarse…

– Set 2: Use it if Layer 0 is distorted. Pick from layer 0 will save new positions, coarse will prepare it for further subdivision.
[ ] Use source positions
[x] Pick positions from Layer0
[x] Coarse…

But if Layer X was not normally distorted, just displacement export would not help.
You need to re-bake the mesh to get normal displacement or use vector displacement.

Export to Unreal example


3DC setup:
– Roughness/Metalness is selected under the textures menu.
– View Menu. GGX Burley 12 (Unreal4).
– File menu > Export objects and textures > Export panel > Unreal5

(For Unreal 4.27 or 5) Select the fbx and the texture files to import. The normal map will be correctly imported by Unreal. No work is needed.
The Metalness and Roughness are imported as sRGB. Open the image editor for each image and deselect sRGB.
Save the image. Now they will be linear maps and will render correctly. They will be listed as linear in the Material editor.

You should have a default material already created, double-click on it to open.
Drag all the texture files into the default material editor and input them into the correct slots.
Apply and save.

Of course, the lighting is different in this simple setup. The colors are correct, and the metalness and roughness match closely to 3DC.
PBR reacts, as you know to different lighting setups correctly, so the lighting is different in the unreal scene and 3DC.

Tutorial


New Export Dialog: In this video we explore the new export option dialogue

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  • 3DPrint
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On This Page: [hide]

Export Constructor

Export Collada file

In this video we explore the Export objects and textures dialogue

Exporting a Displacement Map

Export to Unreal example

Tutorial

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