{"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":"2026-03-09T15:29:58","modified_gmt":"2026-03-09T15:29:58","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":"Exporting from the Painting Room"},"content":{"rendered":"\n<p>There are only two categories of export that can be performed while working in the&nbsp;Painting Workspace:<br \/>1. Export of the polygonal model as defined in the&nbsp;UV Workspace.<br \/>2. Export all of the Painted Textures created in the&nbsp;<strong>Painting Workspace<\/strong>.<\/p>\n\n\n\n<blockquote class=\"wp-block-quote has-background is-layout-flow wp-block-quote-is-layout-flow\" style=\"background-color:#e6e6e6\">\n<p>Without UVs there are no textures to export.<\/p>\n<\/blockquote>\n\n\n\n<p>A <strong>UV layout<\/strong> 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.<\/p>\n\n\n\n<p>All Texture Painting Data is contained within the various Layers which have been created in the\u00a0<strong>Painting Workspace<\/strong>. This data exists in the form of the five basic\u00a0channels that are created at the same time you Paint that information onto your mesh. <br \/>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.<\/p>\n\n\n\n<p>As is the case when exporting data from the&nbsp;<strong>UV Workspace,<\/strong>&nbsp;on Textures &gt; Export UV: Export the object without textures. This command is best used with the &#8216;Import UV-set&#8217; option. This combination allows you to export a UV-set without textures, that can be used as morph target on other apps.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"g3daa22dec742\">Export Constructor<\/h3>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<p>When you choose a preset, then changing settings doesn&#8217;t matter, the preset settings override the export&nbsp;settings that are on Preferences. <br \/>So things may change from one preset to another even if the exported normal&nbsp;map type is the same,&nbsp; because Triangulation method,&nbsp;Normals Calculation Method or the Tangent space may be different&nbsp;from one preset to another and these&nbsp;three settings are included in every preset, plus&nbsp;some presets have settings set for&nbsp;Swap TB and Denormalized TB, which changes things too.<\/p>\n\n\n\n<p>Activate&nbsp;the <em>Export constructor<\/em>&nbsp;command to see export presets<\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter 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<\/div>\n\n\n<p><\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Export Diffuse or Albedo ?<\/h3>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<p>In 3DCoat, the difference between <strong>Diffuse<\/strong>, <strong>Color (Albedo)<\/strong>, and <strong>Base Color<\/strong> primarily comes down to <mark>whether the texture contains baked-in lighting information (like ambient occlusion or shadows) and the intended rendering workflow (PBR vs. legacy)<\/mark>.\u00a0<\/p>\n\n\n\n<p><strong>Here is the breakdown of the differences:<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Albedo \/ Base Color (Modern PBR):<\/strong> Represents the pure color of a surface without any lighting, shadows, or highlights. It is designed for Physically Based Rendering (PBR) workflows where the shader engine handles lighting calculations dynamically.<\/li>\n\n\n\n<li><strong>Diffuse (Legacy\/Older Workflows):<\/strong> Refers to a map that often includes baked-in ambient occlusion, shadowing, and lighting information. It is used in older, non-PBR, or specular workflows to simulate lighting when the engine cannot do it in real-time.\u00a0<\/li>\n<\/ul>\n\n\n\n<p><strong>Key Differences Summary<\/strong><\/p>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><th>Feature&nbsp;<\/th><th>Albedo \/ Base Color<\/th><th>Diffuse<\/th><\/tr><tr><td><strong>Workflow<\/strong><\/td><td>Modern PBR (Metallic\/Roughness)<\/td><td>Legacy \/ Older (Specular)<\/td><\/tr><tr><td><strong>Lighting Data<\/strong><\/td><td>None (pure color)<\/td><td>Baked-in shadows\/AO<\/td><\/tr><tr><td><strong>Accuracy<\/strong><\/td><td>High (physics-accurate)<\/td><td>Lower (artistic approximation)<\/td><\/tr><tr><td><strong>Usage in 3DCoat<\/strong><\/td><td>Default for smart materials<\/td><td>Used for old game engines<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p><strong>Important Considerations for 3DCoat<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Best Practice:<\/strong> Use <strong>Albedo<\/strong> for most modern workflows. Adding baked shadows (Diffuse) to a PBR shader can make objects look incorrect because the rendering engine will apply lighting on top of your already-present shadows.<\/li>\n\n\n\n<li><strong>Metalness:<\/strong> In an albedo map, metallic regions are often represented as black or very dark, because the metallic map controls the reflection color instead.<\/li>\n\n\n\n<li><strong>Interchangeability:<\/strong> While technically different, in 3DCoat&#8217;s Export menu, &#8220;Color&#8221; and &#8220;Albedo&#8221; are often used interchangeably to represent the pure color map, while &#8220;Diffuse&#8221; explicitly implies the legacy format.<\/li>\n<\/ul>\n\n\n\n<p><\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Export Collada file<\/h3>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<p>3DCoat is unable to export Collada correctly when there are multiple &#8220;faces&#8221; (uv-sets in retopo room, surface materials in paint room).<\/p>\n\n\n\n<p><strong>The solution always used is this\u00a0:<\/strong><br \/>&#8211; Export collada only from 3dCoat only for simple objects that have only one surface material<br \/>&#8211; In other cases always export as .obj which you then import in Blender and export as collada from there.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Exporting a Displacement Map<\/h3>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<p>A <a href=\"https:\/\/youtu.be\/qBQGCgHnOho\">step-by-step video<\/a> showing how to bring in a low poly UV&#8217;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.<\/p>\n\n\n\n<p>Displacement is exported using the difference between a vertex&#8217;s position and its position on Layer 0.<br \/>Vertice positions will be taken from Layer 0. This is the preferred option for low-poly export.<\/p>\n\n\n\n<p>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:<\/p>\n\n\n\n<p><strong>&#8211; Set 1:<\/strong> Use it if Layer 0 is not distorted.<br \/>[x] Use source positions<br \/>[ ] Pick positions from Layer0<br \/>[ ] Coarse\u2026<\/p>\n\n\n\n<p><strong>&#8211; Set 2:<\/strong> Use it if Layer 0 is distorted. Pick from layer 0 will save new positions, coarse will prepare it for further subdivision.<br \/>[ ] Use source positions<br \/>[x] Pick positions from Layer0<br \/>[x] Coarse\u2026<\/p>\n\n\n\n<p>But if Layer X was not normally distorted, just displacement export would not help. <br \/>You need to re-bake the mesh to get normal displacement or use vector displacement.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"export_to_unreal_example_by_digman\">Export to Unreal example<a href=\"https:\/\/3dcoat.com\/dokuwiki\/doku.php?id=import_export:exporting_from_the_paint_workspace#export_to_unreal_example_by_digman\"><\/a><\/h3>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<p>3DC setup: <br \/>&#8211; Roughness\/Metalness is selected under the textures menu.<br \/>&#8211; View Menu. GGX Burley 12 (Unreal4).<br \/>&#8211; File menu &gt; Export objects and textures &gt; Export panel &gt; Unreal5<\/p>\n\n\n\n<p>(For 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.<br \/>The Metalness and Roughness are imported as sRGB. Open the image editor for each image and deselect sRGB. <br \/>Save the image. Now they will be linear maps and will render correctly. They will be listed as linear in the Material editor. <\/p>\n\n\n\n<p>You should have a default material already created, double-click on it to open. <br \/>Drag all the texture files into the default material editor and input them into the correct slots.<br \/>Apply and save.<\/p>\n\n\n\n<p>Of course, the lighting is different in this simple setup. The colors are correct, and the metalness and roughness match closely to 3DC. <br \/>PBR reacts, as you know to different lighting setups correctly, so the lighting is different in the unreal scene and 3DC.<\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter 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<\/div>\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter 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<\/div>\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter 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<\/div>\n\n\n<h3 class=\"wp-block-heading\" id=\"tutorial\">Tutorial<a href=\"https:\/\/3dcoat.com\/dokuwiki\/doku.php?id=import_export:exporting_from_the_paint_workspace#tutorial\"><\/a>s<\/h3>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<p><strong><a href=\"https:\/\/youtu.be\/CnqLfhc_n_Q?list=UUz7E0meXd2yMj4TKY2h0Rbg\" target=\"_blank\" rel=\"noreferrer noopener nofollow\">New Export Dialog<\/a>:<\/strong> In this video we explore the new export option dialogue<\/p>\n\n\n\n<p><\/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 - 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