Before we start painting on any meshes, we should touch on different methods within 3DCoat for painting.
There are a number of them, each with its own positive and negative sides:
1. PerPixel Painting for pixel painting or digital painting. Paint a 3D model with your own UVset or automatically create a new UV.
2. MicroVertex Painting (Displacement)
3. Ptex Painting
4. Vertex Painting (Polypainting)
5. Volumetric Painting
3DCoat loads the whole texture uncompressed into the RAM to have better load times for the renderer. Let’s see how far off we are.
By example 6k texture you mean a 6144 × 6144 pixel texture. That is 37748736 pixels by channels, If you have a RGB texture and assuming each channel has 8 bits of information (e.g. JPG, most PNGs), it needs 37748736 × 3 × 8 = 905969664 bits.
Now let us break it down to a readable number:
905969664/8/1024/1024 = 108 Megabyte.
So you may have a compressed texture on your HDD, but 108 Mb raw RGB data in your RAM by layer.