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 Retopo 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 UV Maps that are created at the same time you Paint that information onto your sculpture.
As is the case when exporting data from the UV Workspace, it must be put into a format that other applications understand.
This format is that of a UV Map. 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.

Activate the Export constructor command to see export presets
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:
[x] Use source positions
[ ] Pick positions from Layer0
[ ] Coarse…
Use it if Layer 0 is not distorted.
– set 2:
[ ] Use source positions
[x] Pick positions from Layer0
[x] Coarse…
Use it if Layer 0 is distorted. Pick from layer 0 will save new positions, coarse will prepare it for further subdivision.
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 by Digman
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
(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.
Last picture: 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.


