3DCoat supports three different PBR workflows:

- Gloss/Color Specular
- Gloss/Metalness
- Roughness/Metalness

Texture maps corresponding to each of these workflows are saved upon export.

Import: Choose from the list, at left, which sort of texture you wish to import.
Export: Choose from the list, at left, which sort of texture you wish to export for use in 3rd party applications.

Also, add further refinement to your exported texture data by checking any of the 4 boxes listed below the Export command.

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

Adjust: From the array of Layers present in your Paint Room file choose from the Options shown, at left (which include some common image adjustment parameters) as well as some very specialized options that are tailored for professional users. 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.
  • CMKY: 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. Allows you to extract small details from the color texture. This tool is good for getting small details from models obtained using photogrammetry.

All of them can be viewed real-time preview and can be applied not only to the current layer but also to all the layers.

Import UV: Actually imports a mesh that has UV coordinates and maps, replacing those maps with new ones present in the UV Room selected map. 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 “Keep UVs” option on UV-coordinates will be changed in such a way that texture islands will not overlap each other Models and textures will be exported with the original UV-set if the option “Use Original UV” is checked, otherwise they will be exported with the new UV-set.

Export UV: Exports the model currently being worked on without its accompanying textures. This allows for editing of the UV map, itself, within a 2D image editing program. This command could be used in pair with Import UV. You can export UV-set, adjust it and then import again.

Export SL Sculpt Map: Takes the current UV information and exports this for use in an editor for the purpose of creating assets for the program “Second Life”.

Texture UV Editor: Opens a comprehensive editor for viewing and editing textures maps in their “Unwrapped” form. Choose to edit any existing UV Map texture, including diffuse color, normal, glossiness or the entire shaded model.

You do actually have a drop list menu to cycle between the different maps/channels. It's in the upper right corner (just to the left of the UV Maps list menu) of the TEXTURE EDITOR.

Since 3DCoat allows you to make as many UV Maps of an object as you need, choose to view and work on any one of these from the drop-down menu. With built-in 2D texture editor, you can draw in 2D & 3D windows simultaneously.

You can paint in 3D then the results will be shown in 2D window simultaneously and vice versa. You can select one UV-set in drop-list left-top of the 2D Texture editor window to paint in it.

Only available on Microvertex mode: Open a list containing all the UV-sets associated with the current object.

Mesh and Texture Resolution: If there are several objects in the scene, separate object can have a separate UV. Use this command to manage them. You can group several materials (surfaces) into single UV-set.
It changes the number of polygons of the object and size of texture. You can change mesh resolution multiple times (like other software usually does), but also can in percentage, for example 50%.

Texture Baking Tool: Opens the Texture Baking dialog which contains all of the parameters you will require for Baking texture information to your model. This allows you to bake details to a normal or displacement map. This can be used even when surface topology doesn’t match perfectly between your reference and low poly meshes. This tool is quite detailed and has it’s own section below. please reference that section for further information.

Offset Tool: When you import an image plane for creating a flat texture (as found in the opening 3DCoat dialog) you have the option to make a tiling texture (that repeats and wraps to the other side of the image). Use this tool to help you align the texture so that it wraps in the way you desire.

You should load only square images with this tool. 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 – texture shifting horizontally and vertically in accordance.

Reverse shift: when activated, the option does revert shifting.

  • general/paint_workspace/paint_menu/textures_menu.txt
  • Last modified: 2022/07/27 09:17
  • by carlosan