New: Clear the entire scene.
Open: Open a file
Open Recent: List recent scenes.
Autosave: List recent autosaves files.
Export to: Export mesh and textures to the external application. The application should be run and 3DCoat AppLink activated.
Install: Install external files.
- Install extension – (file with extension .3dcpack). It may contain textures, Shaders, Alphas, Smart Materials, Stencils, Objects, or any other content provided by the package creator.
- Install Quixel asset as Smart Material: First, download the asset as ZIP file. 3DC find it automatically when you download them to your windows user download folder.
- Install Quixel asset as Shader: First, download the asset as ZIP file. 3DC find it automatically when you download them to your windows user download folder.
Create Extension: Create an extension that may contain any kind of data: textures, shaders, stencils, Smart Materials, etc.
Browse: Search through 3DCoat installation folders.
3DCoat 2022 has a completely new folders structure. Really streamlined and logical as it was proposed.
Almost all now is split between two folders – data and UserPrefs.
- As it is logical, UserPrefs is user-created content.
- Data is sort of temporary stuff.
The folder in documents changed, now it is Docs/3DCoat/. Even if the folders structure is changed it is compatible with the previous one.
As soon as 3DCoat detects some files copied to the new location in Documents from the old one, it will convert the files to the new structure.
Also, if you install 3dcpack it will be installed correctly (except for presets that use old tools that are not present in the toolset).
So, to migrate from an earlier version you may copy folders from the old version to Docs/3DCoat or create 3dcpack in the old version and install it using UI.
Save: Save Scene File.
Save As: Save the current scene with a new file name (CTRL+SHIFT+S).
Save Incrementally: Save the current file incrementally with a new name – file_001.3b, file_002.3b, and so on. This allows you to save a history of your work, but don’t forget to delete files you no longer need because they take up disk space.
Import Object: Import additional objects into the scene. Caution: Don’t import objects with very different scales.
- Model for Per Pixel Painting: Import model to paint directly over pixels in UV-set. This approach will give a better quality of painting over texture because of painting will be performed directly over pixels on UV-set.
- Import for Sculpt/Vertex Painting/Reference: Import model for vertex painting. If the model has texture it will be converted to vertex color. Also, it is a good method to import huge reference objects.
- Import Image as Mesh: There, you may create a mesh from the set of images – color, bump, Smart Material. Mesh will be ready for vertex painting.
- Import for AUTOPO
- Import Multiple Objects: This command allows you to select multiple objects and choose what to do with them – import each object to the new layer, summarize into a current layer or subtract all from the current.
- Model for Microvertex Painting: Import a model from OBJ, LWO, or FBX format.
- Model for PTEX: Import Model for PTEX.
- Import Retopo Mesh: Import an external mesh to be used as a retopologization mesh. It is not a reference mesh, so it should be low poly!
- Reference Mesh: Import the mesh to use as a reference for the retopology tool. This mesh can be additionally deformed using the tools in Tweak room.
- Image Plane: Image Plane.
- Import Curve as Mesh:
- SL Object:
- VDB Object:
- Import Mesh for Voxelization: Import polygonal mesh to be voxelized in Sculpt room. Mesh should be closed. If it is not closed you should import it with the thickness or make it closed.
- Import Raw Voxel Data: Import raw voxels as a set of values inside 3D grid.
- Import Vertex Position: You may import positions of vertices from external mesh. You may import the entire scene or just some of the objects. This procedure compares objects by names and replaces the positions of objects with the same names.
- Import to Replace Geometry Only: Replace geometry in scene-keeping textures and layers structure. The new model should have a similar UV configuration.
- Import and Lock Normals: When you import mesh for the per-pixel painting, you may lock normals for the best compatibility with the normal map baked for this set of normals. But if you have not locked normals during the initial stage you may import and lock them later using this command.
You can also drag and drop any file type into the viewport to popup the import command
Export Objects and Textures: Export the current objects with textures.
Export for Steam Workshop:
Export for 3D Printing:
Exit: Exit the software