{"id":2294,"date":"2022-09-19T19:30:07","date_gmt":"2022-09-19T19:30:07","guid":{"rendered":"https:\/\/3dcoat.com\/documentation\/?post_type=manual_documentation&#038;p=2294"},"modified":"2026-10-19T17:21:22","modified_gmt":"2026-10-19T17:21:22","slug":"exporting-from-the-paint-room","status":"publish","type":"manual_documentation","link":"https:\/\/3dcoat.com\/documentation\/manual\/workspaces-rooms\/paint\/exporting-from-the-paint-room\/","title":{"rendered":"Exporteren vanuit de Painting"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\">Er zijn slechts twee export die kunnen worden uitgevoerd tijdens het werken in de Painting :<br \/> 1. Export van het polygonale model zoals gedefinieerd in de Retopo Workspace.<br \/> 2. Export alle geschilderde texturen die in de <strong>Painting<\/strong> zijn gemaakt.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> Zonder UVs zijn er geen texturen om te export.<br \/> Een UV lay-out definieert hoe een 2D-afbeelding of textuurkaart op een 3D-oppervlak wordt gewikkeld.<br \/> UVs zijn meestal alleen nodig als u begint met het schilderen van texturen of als u normale kaarten wilt bake .<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> Alle Painting bevinden zich in de verschillende lagen die zijn gemaakt in de <strong>Painting<\/strong> .<br \/> Deze gegevens bestaan in de vorm van de vijf <strong>UV basiskaarten<\/strong> die worden gemaakt terwijl u die informatie op uw sculptuur schildert.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> Net als bij het exporteren van gegevens uit de <strong>UV Workspace,<\/strong> moet deze in een formaat worden gezet dat andere toepassingen begrijpen.<br \/> Dit formaat is dat van een UV kaart. Er worden afzonderlijke kaarten opgeslagen voor elk van de vijf textuurcategorie\u00ebn die u hebt gemaakt door op uw model te schilderen:<br \/> Diffuse kleur, glanskleur, emissie-intensiteit, normale (bult) informatie en verplaatsingsinformatie. <\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img decoding=\"async\" width=\"600\" height=\"542\" src=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/09\/export_objects_textures.png\" alt=\"\" class=\"wp-image-2510\" srcset=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/09\/export_objects_textures.png 600w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/09\/export_objects_textures-300x271.png 300w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/09\/export_objects_textures-13x12.png 13w\" sizes=\"(max-width: 600px) 100vw, 600px\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"> Activeer de opdracht <em>Constructor Export<\/em> om export te zien <\/p>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\"\/>\n\n\n\n<p class=\"wp-block-paragraph\"> <strong><a href=\"https:\/\/youtu.be\/qBQGCgHnOho\" target=\"_blank\" rel=\"noreferrer noopener nofollow\">Een verplaatsingskaart exporteren<\/a><\/strong> Een stapsgewijze video die laat zien hoe u een laag poly UV -object kunt binnenbrengen en er aanvullende details op kunt modelleren, en vervolgens hoe u een displacement map kunt bake en bekijken op het laag poly-model van Industry Tuts.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> Verplaatsing wordt ge\u00ebxporteerd met behulp van het verschil tussen de positie van een hoekpunt en zijn positie op Laag 0.<br \/> Hoekpuntposities worden overgenomen van laag 0. Dit is de voorkeursoptie voor low-poly export.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> Verplaatsing is altijd gebaseerd op Laag 0. Maar de posities van hoekpunten op het ge\u00ebxporteerde OBJ-bestand zijn afhankelijk van uw keuze. Het is beter om dergelijke combinaties van export checkboxen te gebruiken:<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> <strong>&#8211; stel 1:<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> [x] Gebruik bronposities<br \/> [ ] Kies posities uit Layer0<br \/> [ ] Ruw\u2026<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> Gebruik het als Laag 0 niet vervormd is.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> <strong>&#8211; stel 2:<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> [ ] Gebruik bronposities<br \/> [x] Kies posities uit Layer0<br \/> [x] Grof\u2026<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> Gebruik het als Laag 0 vervormd is. Kies uit laag 0 slaat nieuwe posities op, grof maakt het klaar voor verdere onderverdeling.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> Maar als Laag X niet normaal vervormd was, zou alleen export niet helpen. U moet de mesh opnieuw bakken om normale verplaatsing te krijgen of vectorverplaatsing te gebruiken. <\/p>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\"\/>\n\n\n\n<h4 class=\"wp-block-heading\" id=\"export_to_unreal_example_by_digman\"> Export naar Unreal-voorbeeld door Digman <a href=\"https:\/\/3dcoat.com\/dokuwiki\/doku.php?id=import_export:exporting_from_the_paint_workspace#export_to_unreal_example_by_digman\"><\/a><\/h4>\n\n\n\n<p class=\"wp-block-paragraph\"> 3DC setup: &#8211; Ruwheid\/Metalness is geselecteerd onder het texturen menu.<br \/> &#8211; Menu bekijken. GGX Burley 12 (Unreal4).<br \/> &#8211; Bestandsmenu\u2014 Export objecten en texturen\u2014- Export paneel- Unreal5<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> (Unreal 4.27 of 5.) Selecteer de fbx en de textuurbestanden om te import. De normal map wordt correct ge\u00efmporteerd door Unreal. Er is geen werk nodig.<br \/> De Metaalheid en Ruwheid worden ge\u00efmporteerd als SRGB. Open de afbeeldingseditor voor elke afbeelding en schakel Srgb uit. Sla de afbeelding op. Nu worden het lineaire kaarten en worden ze correct weergegeven. Ze worden weergegeven als lineair in de materiaaleditor.<br \/> U zou al een standaardmateriaal moeten hebben gemaakt. Dubbelklik erop om het te openen.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> Sleep alle textuurbestanden naar de editor default_material en voer ze in de juiste slots in.<br \/> Toepassen en opslaan.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> Laatste foto: Natuurlijk is de verlichting anders in deze eenvoudige opstelling. De kleuren zijn correct en de metaalheid en ruwheid komen nauw overeen met 3DC. PBR reageert, zoals je weet, correct op verschillende lichtopstellingen, dus de verlichting is anders in de onwerkelijke sc\u00e8ne en 3DC. <\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img decoding=\"async\" width=\"500\" height=\"279\" src=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/09\/unreal1_srgb.jpeg\" alt=\"\" class=\"wp-image-2511\" srcset=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/09\/unreal1_srgb.jpeg 500w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/09\/unreal1_srgb-300x167.jpeg 300w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/09\/unreal1_srgb-18x10.jpeg 18w\" sizes=\"(max-width: 500px) 100vw, 500px\" \/><\/figure>\n\n\n\n<figure class=\"wp-block-image size-full\"><img decoding=\"async\" width=\"500\" height=\"548\" src=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/09\/unreal2.jpeg\" alt=\"\" class=\"wp-image-2512\" srcset=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/09\/unreal2.jpeg 500w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/09\/unreal2-274x300.jpeg 274w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/09\/unreal2-11x12.jpeg 11w\" sizes=\"(max-width: 500px) 100vw, 500px\" \/><\/figure>\n\n\n\n<figure class=\"wp-block-image size-full\"><img decoding=\"async\" width=\"500\" height=\"155\" src=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/09\/unreal3.jpeg\" alt=\"\" class=\"wp-image-2513\" srcset=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/09\/unreal3.jpeg 500w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/09\/unreal3-300x93.jpeg 300w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/09\/unreal3-18x6.jpeg 18w\" sizes=\"(max-width: 500px) 100vw, 500px\" \/><\/figure>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\"\/>\n\n\n\n<h4 class=\"wp-block-heading\" id=\"tutorial\">Zelfstudie <a href=\"https:\/\/3dcoat.com\/dokuwiki\/doku.php?id=import_export:exporting_from_the_paint_workspace#tutorial\"><\/a><\/h4>\n\n\n\n<p class=\"wp-block-paragraph\"> <a href=\"https:\/\/youtu.be\/CnqLfhc_n_Q?list=UUz7E0meXd2yMj4TKY2h0Rbg\" target=\"_blank\" rel=\"noreferrer noopener nofollow\">Nieuw Export<\/a> :<\/p>\n","protected":false},"author":3,"featured_media":0,"parent":2074,"menu_order":9,"template":"","manualdocumentationcategory":[9],"manual_doc_tag":[],"class_list":["post-2294","manual_documentation","type-manual_documentation","status-publish","hentry","manualdocumentationcategory-manual"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v24.3 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Exporting from the Painting Room - 3DCoat documentatie<\/title>\n<meta name=\"description\" content=\"Er zijn slechts 2 export die kunnen worden uitgevoerd terwijl u in de werkruimte Paint werkt: 1. Export van het polygonale model zoals gedefinieerd in de Retopo Workspace.2. Export van alle Painted Textures die zijn gemaakt in de Paint Workspace\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/3dcoat.com\/documentation\/manual\/workspaces-rooms\/paint\/exporting-from-the-paint-room\/\" \/>\n<meta property=\"og:locale\" content=\"nl_NL\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Exporting from the Painting Room - 3DCoat documentatie\" \/>\n<meta property=\"og:description\" content=\"Er zijn slechts 2 export die kunnen worden uitgevoerd terwijl u in de werkruimte Paint werkt: 1. Export van het polygonale model zoals gedefinieerd in de Retopo Workspace.2. 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