• 中文 (台灣)
  • 3DCoat文档
  • Chapters
    • 3DCoat简介
    • 入门
    • 界面和导航
    • Brush组件
    • 工作区房间
    • Scripting和Core API
    • 问题和答案
    • licensing
    • 培训教程
  • Pilgway
  • Products
    • 3DCoat
    • 3DCoatTextura
    • 3DCoatPrint
    • PBRLibrary
  • Blog Posts
  • Store
  • 中文 (台灣) 中文 (台灣)
    • English English
    • Українська Українська
    • Español Español
    • Deutsch Deutsch
    • Français Français
    • 日本語 日本語
    • Русский Русский
    • 한국어 한국어
    • Polski Polski
    • 中文 (中国) 中文 (中国)
    • Português Português
    • Italiano Italiano
    • Suomi Suomi
    • Svenska Svenska
    • Dansk Dansk
    • Slovenčina Slovenčina
    • Türkçe Türkçe
    • Nederlands Nederlands
    • Magyar Magyar
    • ไทย ไทย
    • हिन्दी हिन्दी
    • Ελληνικά Ελληνικά
    • Tiếng Việt Tiếng Việt
    • Lietuviškai Lietuviškai
    • Latviešu valoda Latviešu valoda
    • Eesti Eesti
    • Čeština Čeština
    • Română Română
    • Norsk Bokmål Norsk Bokmål
  • Creating 3D Character Using 3DCoat
  • 3DCoat文档
  • Chapters
    • 3DCoat简介
    • 入门
    • 界面和导航
    • Brush组件
    • 工作区房间
    • Scripting和Core API
    • 问题和答案
    • licensing
    • 培训教程
  • Pilgway
  • Products
    • 3DCoat
    • 3DCoatTextura
    • 3DCoatPrint
    • PBRLibrary
  • Blog Posts
  • Store
  • 中文 (台灣) 中文 (台灣)
    • English English
    • Українська Українська
    • Español Español
    • Deutsch Deutsch
    • Français Français
    • 日本語 日本語
    • Русский Русский
    • 한국어 한국어
    • Polski Polski
    • 中文 (中国) 中文 (中国)
    • Português Português
    • Italiano Italiano
    • Suomi Suomi
    • Svenska Svenska
    • Dansk Dansk
    • Slovenčina Slovenčina
    • Türkçe Türkçe
    • Nederlands Nederlands
    • Magyar Magyar
    • ไทย ไทย
    • हिन्दी हिन्दी
    • Ελληνικά Ελληνικά
    • Tiếng Việt Tiếng Việt
    • Lietuviškai Lietuviškai
    • Latviešu valoda Latviešu valoda
    • Eesti Eesti
    • Čeština Čeština
    • Română Română
    • Norsk Bokmål Norsk Bokmål
  • Creating 3D Character Using 3DCoat
Expand All Collapse All
  • 3DCoat简介
  • 入门
    • System requirements
    • Why 3DCoat is Unique?
    • 激活3DCoat
    • 启动错误
      • Startup error Mac
    • Color management
    • Upgrading permanent license
    • Linux Setup
      • Linux initial setup per-user installation
      • Linux initial setup for system
      • Tablet setup
      • To GTK3 from GTK2
    • 文件夹结构
      • Custom documents folder
    • 不同形式的“决议”
    • Tablet on Window
    • Import_
    • 3DCoat中的Applinks
      • Blender应用程序链接
        • Blender with the Applink in Linux
      • Blender 4.2/3/4/5 applink
      • Max Applink
      • Houdini applink
      • Lightwave uplink
  • Navigation
    • 打开对话框(快速启动菜单)
    • 导航面板
    • 相机和导航
      • Customize Navigation as Blender
    • Viewport Navigation Gizmo
    • Left tool panel
    •  Activity Bar
    • 使用 3DConnexion 设备导航
      • How to compile Spacenavd on non Ubuntu distro
    • Stylus doesn’t work in sculpting
    • 热键
  • 界面和导航
    • 文件菜单
    • 编辑菜单
      • Calculate Curvature
      • Calculate Occlusion
      • Light Baking Tool
      • 优先
    • 查看菜单
    • 对称
    • Textures
    • Calculate
    • 图层菜单
    • 冻结菜单
    • Hide
    • Bake
    • 曲线 2022
      • 曲线菜单
      • Curves Properties RMB
      • 填充网格层
      • Scale of imported curves
    • 窗口菜单
      • 选项卡式 Windows 弹出式面板
      • 滑块
    • Scripts
    • Addons
    • Capture
    • 帮助菜单
    • 客制化
    • 修改或创建新房间
  • Brush组件
    • Brush顶栏
    • 刷子一般用途
      • 创建画笔和贴花
      • 从当前造型制作 alpha
      • 从 3D 对象创建Brush
      • Create brushes based on Curves
      • Load photoshop .abr brushes
    • 笔画
      • 曲线弹出菜单
    • Brush选项
    • 条件限制器
    • 条面板
    • 模板面板
    • 智能材料
      • 添加新图像或材料
      • 将智能材质附加到图层
      • Import Quixel Material
    • 如何为Brush创建预设
  • 工作区房间
    • Painting
      • 纹理Painting和模式
        • Per-PixelPainting
        • 位移Painting(微顶点)
        • PtexPainting
        • 表面Painting(Polypainting)
      • 导入Painting室
        • Initial CC subdivision
        • UV Set smoothing
        • Sharp (hard) edge
        • 锁定法线
        • 模型更改后加载新的UV布局
        • DAZ Genesis models into 3DCoat
      • Painting工作区的菜单
        • Edit menu
        • 纹理菜单
          • 纹理Baking工具
        • 隐藏
        • Bake Paint菜单
        • 拾色器
      • Painting的顶栏
      • 图层面板
        • 混合面板
        • Layer and Clipping Masks
      • Painting室工具
      • 不透明度 - 透明度
      • 调整工作区
        • 调整工具集
        • 从调整室导出
      • 蒙版/材质预览面板
      • 从Painting室导出
    • UV工作区
      • UV顶栏
      • UV左工具面板
      • UV预览面板
      • UV工作流程示例
      • 导入UV室
      • 从UV室导出
    • 重新拓扑
      • 导入Retopo Room
      • Retopo Mesh 菜单和 Bake 菜单
        • 虚拟镜像模式
      • Bake menu
        • Treat Poly Groups as Paint Objects
        • Baking guide
      • 顶栏
        • 选择几何体
      • Retopology 房间的左侧工具面板
        • 总体目的和功能
        • 添加几何
          • Retopology 中的笔触工具
        • Retopo调整工具
        • UV工具
        • 拓扑室命令
      • 自动拓扑
        • Autopo guide
      • 保利集团
    • 塑造
      • Sculpt Layer
      • 造型树
      • 雕刻Brush选项
      • Top Bar
      • Brush引擎
      • 几何子菜单
      • 雕刻“右键单击”菜单
      • 着色器
      • Voxel模式
        • 纯Voxel雕刻
        • 密度和分辨率
        • 黏土引擎
        • Voxel工具
        • 体素上的表面工具
        • Voxel调整工具
        • 立体Painting
        • Voxel对象工具
      • 表面模式
        • 表面工具
        • 表面定制工具
        • 表面调整工具
        • 表面Painting
        • 表面对象工具
        • 多级分辨率
          • Multires tools
          • Multires adjust
          • Multires commands
      • 雕刻曲线
        • 样条曲线
        • Splines model creation
      • 矢量位移
      • 表面变换工具
        • Voxel变换工具
        • Instancer
        • Move
        • Pose
        • Fit
        • Reproject
        • Surface Array
      • Voxel基元和Import工具
      • 实时布尔值
      • 雕刻室的命令
      • Import到造型室
      • 从 Sculpt Room 导出
    • 使成为
      • Comparison of different roughness values
      • 渲染面板功能
      • 转盘
      • 伪造光照 - 非PBR-
    • Factures
      • 工作流程
    • 最简单的
    • 造型
      • Mesh Menu
      • 建模室中的左侧工具面板
        • 添加几何图形
          • 已选择
        • 调整
        • Smart Hybrid
        • UV
          • 命令
        • 整个网格
      • Fluffy 的阁楼表面示例
      • Poeboi 封锁
      • Import Zbrush Polygroups for UV mapping
    • Kitbash - 快速创建 3D 模型
      • Create kitbash
      • Left tool panel Kitbash
    • 3DPrint
    • Photogrammetry
      • How to install Reality Capture
      • Reality Capture doesn’t show up ?
    • 网格到 NURBS 房间
    • Nodes
      • 雕刻着色器节点库
  • Scripting和Core API
    • Scripting
    • Core API
    • Python API
  • 免费3DCoatPrint

Textures

1902 views 0

Written by Carlos
March 2, 2024

Texture Export/Import Workflow:


Gloss/Color Specular: In this approach you may export gloss + colored specular textures. Color textures will be darkened in areas where metalness is not zero and corresponding color will be compensated in colored specular channels
Gloss/Metalness: In this approach you will be able to export gloss + metalness. Color texture will remain unbiased.
Roughness/Metalness: In this approach you will be able to export roughness + metalness. Color texture will remain unbiased.

Import


Color/albedo Map: Import Load color/albedo map on the current layer without changing the layer opacity.
Layers color: Import the color channels from a PSD file to all layers.

External AO:
External Curvature:
Roughness:
Metalness map:

Emissive: Load emissive texture. Texture will be loaded to the new layer and get emissive blending mode.
Emissive Intensity: Import emissive intensity as monochrome channel.
The formula Emissive=max(Red,Green,Blue)*Alpha. In so way you may import greyscale texture or white texture with alpha channel to highlight existing color.

Normal Map:
World Space Normal Map:

Displacement Map:
Import Depth Layer:
Import Layer with Depth, Color & Glossiness:

Export


Color/Albedo Maps: Save color/albedo and opacity map to a new file.
All layers Colors: Export the color channel from all layers to a PSD file.

Roughness:
Metalness Map:
Store gloss/roughness in metal alpha: Store glossiness or roughness in alpha channel of metalness texture (in dependence on approach).

Normal Map (World-Space): Save a world-space normal map as a new file.
Normal Map (TS, Low-Poly Mesh): Save a tangent-space normal map for the low-poly mesh.
Normal Map (TS, Layer0 Based): This option is especially important if you imported a model without smoothing. With this option you can export a normal map without artifacts at the edges because tangent space is based on layer 0; not vertex based as in other options. Possible workflow: open a mesh without smoothing, then import a normal map. Add details on another layer (not Layer0 or normal map layer), then export the new normal map using this command.
Normal Map (TS, Mid-poly Mesh): Save a tangent-space normal map for the mid-poly mesh (after subdivision) to a file.

Displacement Map current layer: Save the depth in the current layer to a texture image, edit it in the external graphics editor and load it again. This texture image can also be used as a displacement map.
Displacement Map of visible layers: Save the depth of visible layers to a texture image, edit it in the external graphics editor and load it again. This texture can also be used as a displacement map.

  • When you choose Import/Export displacement a context window will appear.
    In the drop-down list there are four items for map type:
  • Zero Level is Grey, Normalized: Zero level is grey (0.5,0.5,0.5) and all channels are ranged from 0 to 1.
  • Zero Level is Black, Not Normalized: Every channel contains 32-bit values of displacement. This is the best method for transferring objects between applications. This option provides ideal Mudbox compatibility.
  • Zero Level is Black, Normalized: Zero level is black and all values are ranged from -1 to 1.
  • Grey – Based, Not Normalized: Zero level is grey (0.5,0.5,0.5) and channels are unchanged.

Export Depth Layer: Export depth layers to an EXR file. Every layer in the scene will correspond to a layer in the EXR file.
Vector Displacement Map: Save vector displacement as RGB, in 16 or 32 bit tiff/exr format. This is the best method for compatibility between 3DC, Mudbox and Modo.
Export Layers w/ Depth, Color & Glossiness: Use this command to transfer blending, color, depth, Glossiness information from one mesh to other with similar UV-set. This command will save 4 files – XML for blending, PSD for color, PSD for Glossiness, EXR for depth. Use File->Import layers with depth, color and Glossiness information to import the data to another model.

Use Original UV: This option is important for models with overlapped UV clusters; for example with mirrored UV’s. In this case you should load the model with the ‘Keep Clusters’ option. (See ‘Open OBJ’) UV-coordinates will be modified so that texture clusters will not overlap each other. If the ‘Use original UV set’ option is checked, then models and textures will be exported with the original UV set. Otherwise the new UV set is exported.

Save Glossiness as Normal Map Alpha Channel: Save the Glossiness channel as an alpha channel in a normal map.
Save Displacement Map to Alpha: Saves the displacement to the alpha channel of the normal map.
Don’t Use Alpha in Normal Map: Normal map will be stored as RGB image.
Don’t Use Alpha in Color Map: Store all textures – normal map and color/albedo as RGB images without alpha.

Adjustments


There are many Layer adjustments commands, such as:

Color to Glossiness: Transform color brightness to the Glossiness channel.
Invert Color: Invert color of this layer.
Invert Glossiness: Invert the Glossiness of this layer.

Set Height to Zero: Set height to zero in all layers.
Make Transparent: The layer will become fully transparent.
Remove Glossiness: The Glossiness channel will be set to zero.

Smooth Current Layer: Smooth the entire current layer.
Sharpen Current Layer: Sharpen the entire current layer.
Hue/Saturation/Lightness: Correct hue, saturation, and lightness for the entire currently selected layer.
CMYK: Modify the CMYK channels.
Transform Color Space: Free transformation in color space. The final color is composed of three colors, and each new color will replace the red, green and blue channels.
Brightness/Contrast: Adjust the brightness and contrast in the current layer.
RGB: Modify the RGB values of the current layer.
Gamma Correction: Perform gamma correction for this layer.
To Uniform Color: Converts the layer texture to uniform, you can use Overlay or Modulate2x to blend the layer with the color of the layers below, and combine multiple textures.
Align colors: The tool adjusts the texture’s color to the color of the layer under the current layer, leaving details of the specified radius.
Color To Bump: Converts the layer texture to Bump, leaving the details at the specified size.

All of them can be viewed with realtime preview and they can be applied not only to the current Layer but also to all the Layers.

Import UV: Imports an object that contains a UV-set. The new UV-set will replace old one.
Export UV: Exports an object without textures. This command could be used in pair with Import UV. You can export a UV-set, adjust it externally and then import it again.
Export SL Sculpt Map: Export a “Second Life”sculpt map.

Texture UV Editor


Open a panel to view or edit textures, and tweak UV-sets.

View and edit textures in the right window. Select different view modes and different UV-sets in the corresponding drop-lists.
Almost all tools and rules that apply to 3D will work in 2D with the exception of sculpting. Navigation in the texture window is similar to the 3D window

With the 2D texture editor open, you can paint in 2D and 3D windows simultaneously.
You can paint in 3D and the results will be shown in the 2D window simultaneously and vice versa.

Pixel-based size: Determine the radius of the brush over the UV window:
1) If this option is enabled, the brush size is defined as the pixel count with the slider in this window.
2) Otherwise, the usual brush radius in 3D space will be used to paint (as it was before).

From the drop down menu, you can choose to paint separately on “Color, Normals, Roughness and Metalness” channels, or your can paint on the “Shaded” version of your UV unwrapped texture.

You must select a UV-set in the dropdown list at the top left of the 2D Texture editor window to paint in it.

Mesh & Texture Resolution


Use this command to change Mesh & Texture Resolution

Texture Baking Tool


This tool allows you to get projections of color, Glossiness, normal, and displacement maps on meshes with completely different topology. The mesh to project the texture on can have several surface materials, which will result in several exported textures.

Offset tool: You should load only square images with this tool. Offset can only be applied after “Import image plane.
It comes in handy to create tiled textures with bump and specular.
Once a square object is loaded, you will be offered the “Offset tool” window where offset values can be specified: U offset, V offset and texture shifting horizontally and vertically in accordance.

Paint w/Deep Displacement



UV Manager: Open a list containing all the UV-sets associated with the current object. If there are several objects in the scene, separate objects can have a separate UV. Use this command to manage them.
You can group several materials into a single UV-set.

Was this helpful?

Yes  No
Related Articles
  • Surface Array
  • Top Bar
  • Curves Properties RMB
  • Left tool panel Kitbash
  • Create kitbash
  • Color management
Previously
对称
Up Next
Calculate
AI:
Hi! How can I help you?
Attention: This is a beta version of AI chat. Some answers may be wrong. See full version of AI chat