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        • Add Geometry
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Expand All Collapse All
  • Introduction to 3DCoat
  • Getting started
    • System requirements
    • Activating 3DCoat
    • 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
  • Workspaces Rooms
    • Paint
      • 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
      • Paint Menus
        • Edit menu
        • Textures Menu
          • Texture Baking Tools
        • Hide
        • Bake Paint menu
        • The Color Picker
      • Top Bar for the Painting
      • The Layers Panel
        • The Blending Panel
        • Layer and Clipping Masks
      • Left Tool Panel
      • Opacity & Transparency
      • Tweak tools
        • Tweak Toolset
        • Exporting from the Tweak Room
      • Stencil & Material preview panel
      • Exporting from the Painting Room
    • UV
      • UV Top Bar
      • UV Left tool panel
      • UV Preview Panel
      • UV workflow example
      • Importing Into the UV Room
      • Exporting from the UV Room
    • Retopology
      • Importing into Retopo Room
      • Retopo Mesh Menu
        • Virtual Mirror Mode
      • Bake menu
        • Autopo Baking guide
        • Baking guide
      • Top Bar
        • Select geometry
      • Left tool panel
        • Overall Purpose & Function
        • Add Geometry in the retopology room
          • Strokes tool in Retopology
        • Tweak Tools
        • UV Tools
        • Commands for Retopology room
      • AUTORETOPO
        • Autoretopology Guide
      • Poly Groups
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      • Sculpt Tree
      • Sculpt Layer
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      • Sculpt Brush options
      • Right mouse button menu
      • Geometry menu
      • Shader
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        • Pure Voxel Sculpting
        • Density and Resolution
        • Clay Engine
        • Right-Click Menu
        • Voxel Tools
        • Surface tools on Voxels
        • Voxel Adjustment Tools
        • Volumetric Painting
        • Transform Tools
        • Voxel Objects Tools
          • Voxel Primitives & Import Tools
      • Surface mode
        • Surface tools
        • Surface custom tools
        • Surface adjust tools
        • Surface transform tools
        • Surface Painting
        • Surface Objects Tools
          • Sculpt Primitives & Import Tools
        • Multi Level Resolution
          • Multires tools
          • Multires adjust
          • Multires commands
        • Right-Click Menu
      • Sculpt curves
        • Spline Curves
        • Splines model creation
      • Commands for Sculpt room
      • Vector Displacement
      • Live Booleans
      • Import to Sculpt Room
      • Exporting from the Sculpt Room
    • Render
      • Comparison of different roughness values
      • Render Panel Functions
      • Turntable
      • Fakebake the lighting -non PBR-
    • Factures
      • Workflow
    • Simplest
    • Modeling
      • Mesh Menu
      • Left tool panel
        • Add Geometry
        • Tweak
        • UV panel
        • Commands panel
        • Selected
        • Entire Mesh
      • Loft surface example by Fluffy
      • Blockout by Poeboi
      • Import Zbrush Polygroups for UV mapping
    • Kitbash
    • 3DPrint
    • Photogrammetry
      • How to install Reality Capture
      • Reality Capture doesn’t show up ?
    • Nurbs
    • Nodes
      • Sculpt shader Nodes Library
  • Scripting & Core API
    • Scripting
    • Core API
    • Python API
  • Free 3DCoatPrint

Different Forms of “Resolution”

917 views 1

Written by Carlos
September 19, 2022
  • Perceived Resolution
  • Actual Resolution
  • Viewport Resolution
  • Export Resolution

Within 3DCoat, resolution can be summarized by the terms “Perceived Resolution”, “Actual Resolution”, “Viewport Resolution” and “Export Resolution”.


Perceived Resolution

Among those who produce 3D content for “Entertainment- Based” uses, applying techniques that produce a believable effect while using the fewest number of actual hardware and software resources is the most desirable way to structure any given project with regard to resolution.
Broadly speaking, these project assets can be divided into “Game Assets” and “Film (or Video) Assets”. Game assets use the fewest resources and the highest level of “Perceived Resolution” – while Film assets can use resolution resources more liberally.
In the Entertainment Industry, artists produce assets that require textures to achieve the element of believability and realism. In essence, the textures produced create the “illusion” of resolution or detail.
A model’s polygonal structure is secondary to the economical use of textures – which include Diffuse, Specular, Normal, Bump, and Displacement Maps as the most common. These Maps work together to produce the illusion of resolution and detail – a model’s “Perceived Resolution”. These are the most common “tricks” CG artists use to produce their realistic “illusions”.


Actual Resolution

Actual mesh resolution is what you are using when working in Voxel space or Surface Mode. It is that resolution that is exported when your model will later be used in CAD and CAM applications that make no use of the techniques common in the entertainment industry.
Within 3DCoat, all modifications to models for these purposes take place in the Voxel Room and Surface Mode.
Voxels and “Surface Skins” provide the closest representation of a finished model prototype’s “Actual Resolution”.  A unique set of Export commands can be found in the “File” menu, which allows for saving your model to be used in various forms of 3D cutting and printing.


Viewport Resolution

3DCoat handles resolution, in the Paint Room, in a unique way, by means of the Viewport – in order to give you a real-time representation of models and their associated textures as they are created.

You can designate how much “Viewport Resolution” will be used, which is a temporary representation of a model and its associated textures. In essence, you can assign the amount of real-time subdivision that is visible while you paint your textures.

This “Viewport Resolution” can be different than the final exported resolution of your model and its associated textures, which are assigned as a final step for use in 3rd party applications.


Export Resolution

This is the resolution of both the retopologized and exported mesh itself, along with the texture maps that are associated with an exported model file.

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  • 3DPrint
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