general:paint_workspace

Quick Start Paint Workspace

Using 3DCoat Smart Materials or colors and values, paint texture channels simultaneously (Depth, Color, Glossiness).

Paint with the aid of Stencils Panel, repetitive Strips Panel and complex masking to realize your final texturing details.
Maximizing productivity, Smart Materials composed of separate maps at Paint Room allows you to create PBR textures simultaneously.

Paint with any or all of these functions operating at the same time. Create layers to contain all the aspects of your texture map array. All the tools should be familiar to you, if you are familiar with Photoshop tools.

Create seamless textures for everything from organic characters, mechanical objects or landscape elements, all with a familiar Brush based interface.

Intuitive brush controls can be changed with the mouse, alone, on-the-fly.
Use your tablet and stylus to produce the precise textures and effects you need for your models.

Whenever increased precision is required, use the Stroke Mode Spline and Line based Brush tools. From this same Panel, utilize the Stamp tool to place repetitive Brush shapes.

Export each texture map in exactly the format you need with or without alpha channels, and with just the right amount of padding for your UV maps.

Use the Texture UV Editor to paint only with those aspects of your texture desired directly on the UV Map, for the utmost in precision.

Use Viewport reference images for enhanced guidance as well as any image as a Paint Wheel for color duplication and reference.

Customize your Brush Alpha Panel with a complete arsenal of your favorite Brushes and Brush settings, ready to be used each time you start 3DCoat.

See exactly what you are going to get, in real time, before you export to external applications for final production.

Test your various UV unwrapping schemes within the UV Room before you commit to any one of them for export.

Now you can also paint vertex colors directly on your Surface Models as well as utilizing the newest texturing techniques with Ptex Painting. Bake your vertex colors and Ptex textures to standard UV Maps for versatile usage anywhere.

When you need to paint very detailed and precise textures, but not displacement, choose the PerPixel Painting texturing mode.
When you need to paint with heavier displacement values, choose the MicroVertex Painting (Displacement) mode. Or, you can paint without the concerns of UV Map seams with Ptex, and paint directly on your Surface creations with vertex colors.

Top Bar Tool Parameters
The upper Brush Parameters Panel contains toggles for functions like “Depth, Smoothing, Opacity and Glossiness” with Conditions in the Paint Room, in the form of a switchable icon (that switches between Mouse response and Tablet Response).

Before we start painting on any meshes, we should really touch on some of the different methods within 3DCoat for painting. There are a number of them, each with their own positive and negative sides.

1. Different Forms of “Resolution”
2. MicroVertex Painting (Displacement)
3. PerPixel Painting
4. Ptex Painting
5. Texture Baking Tool

Viewport Navigation & Hotkey Assignment: This video covers the subjects of Viewport Navigation in 3D Coat, as well as assigning matching hotkeys in 3DCoat to tools that are like them, in Photoshop.

How to swap UVs: This video covers one easy method in 3DCoat, to modify a model's UV's after doing some texture painting work….without any penalty.

Quick Start: Paint Workspace

PhotoShop-Centric UI: This video begins a series covering the Paint Tools, and showing some common elements between Photoshop and 3DCoat.

Live Photoshop Connection: This video demonstrates the live link between 3DCoat's Paint Workspace and Photoshop. Alternatively, you can assign a different Image Editing application, instead of Photoshop (EDIT menu, Preferences, General Tab, External 2D Editor), as long as it can edit PSD files.

Krita and 3DCoat workflow: Krita and 3DCoat can work seamlessly together and exchange layered images with just a few mouseclicks. Krita is known as the “Photoshop replacement on Linux”. See http://www.krita.org/ for more information about Krita.

PBR texture conversion: how content created for traditional shaders can be converted to PBR shaders, how to convert content from one PBR workflow to another, and explain the various differences in modern workflows .By Joe Wilson.

Clear All Unused Paint Layers: This video covers a small but quite helpful workflow enhancement in the Paint Workspace of 3DCoat. If one needs to re-attempt the Texture Baking process, the objects and paint layers need to be cleared first, to prevent duplicates. This tool helps speed up the process of clearing the Paint Layers…with a single click.

Quick Tip AO Baking Troubleshooting: This video demonstrates a Quick Tip about troubleshooting AO baking in 3DCoat, should a user encounter an unreasonable amount of lag.

Tip for Fixing Visual Anomalies

Alpha import: How to import an texture to be used as layer transparency information (Alpha channel) inside 3DCoat. Actually it is not possible to import alpha informations directly into 3D Coat but show a short workaround to do it anyway.
Additionally explain how to paint flexible alpha information and how the “Linked layer” function helps here. By Christoph Werner.

PBR painting test: A quick base demo on the new painting system. By DoctorDanko.

PBR texturing in 3DCoat: Big thanks to Jaakko Saari for this detailed tutorial about PBR texturing.

Texture Painting: This is a demonstration of some of the more common Paint tools one might use on a similar project. It is not intended to be a tutorial on texturing painting techniques.

Hand painted Weapon by Angelina Diez.

Fantasy dagger texturing tutorial by Angelina Diez.

Polypaint - Unique Sculpting Features: This video begins a series highlighting some of the unique features in 3DCoat that helps set it apart. It begins by showing how 3DCoat leverages PBR Texture Painting and High Poly Sculpting simultaneously…taking care of two normally time-consuming and tedious tasks at once and done rather quickly.

Paint Mesh to Sculpt Mesh: This video demonstrates the steps needed to send a copy of a Paint Mesh to the Sculpt Workspace (where it becomes a Sculpt Mesh that can be voxelized or have dynamic tessellation applied to it) and bake small-scale sculpting edits back to the Paint Mesh via a new normal map.

From Paint Room to Sculpt and back again: This video demonstrates a method one can use to get your model….fully displaced (with any work you may have already done using image-based sculpting)…from the Paint Room to the Voxel Room, to make some sculpting edits there.
Then bake an new, updated displacement map that can be added back into the Paint Room.

Applying a Decal or Image: This video demonstrates 3 methods and toolsets for applying a decal/logo or any image to your model.

Emissive Maps: This old video demonstrates the usage of Specular Color and Emissive (Glow) Maps.

Texture a head using reference images: By Psionic Games.

Normal Map Texture details: Quick tutorial video showing how to add some fine details to the normal map of a face or head textured model (or anything else for that matter). By Psionic Games.

  • general/paint_workspace.txt
  • Last modified: 2019/10/17 14:44
  • by carlosan