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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
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        • 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
        • Textures Menu
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        • Bake Paint menu
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      • Top Bar for the Painting
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        • The Blending Panel
        • Layer and Clipping Masks
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        • Clay Engine
        • Right-Click Menu
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        • Surface tools on Voxels
        • Voxel Adjustment Tools
        • Volumetric Painting
        • Transform Tools
        • Voxel Objects Tools
          • Voxel Primitives & Import Tools
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        • Surface custom tools
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          • Multires tools
          • Multires adjust
          • Multires commands
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        • Splines model creation
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      • Comparison of different roughness values
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      • Turntable
      • Fakebake the lighting -non PBR-
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      • 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
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Exporting from the UV Room

454 views 0

Written by Carlos
October 4, 2022

Since the UV Room may contain a number of different sets of UV Maps, first select the desired UV Map before proceeding with your export.

Just like exporting textures from the Paint Room – exporting from the UV Room involves exporting individual textures in the form of UV Maps, which correspond to Diffuse, Specular, Normal, Displacement, and Emissive texture data.

Use the Export options found in the “Textures” menu as displayed below:

The only remaining “Export” function is found in the “File” menu, which is the same option available in the Paint Workspace – “Export”, which exports a polygonal version of your model in one of the following formats – .obj, .lwo, .fbx, .stl, and .ply

No UV Map would exist in the UV Workspace without first having topology created in the Retopo Workspace – having seams marked and being “Unwrapped” and then “baked” into the Paint Room.

Alex Meister: The first step to exporting your model is to Apply UV-set; this is very important since exporting it without pressing the button first will not save your newly created UV.
There are multiple ways to export your model; I prefer Textures – Export UV since I do my textures in another program, and I like my geometry to stay the same.
File – Export will create a High, medium, or low poly that sometimes changes a few parts that you might not want it to do.

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Related Articles
  • 3DPrint
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