There are only 2 categories of export which can be performed while working in the Paint Workspace:
1.Export of the polygonal model as defined in the Retopo Workspace.
2.Export of all of the Painted Textures which have been created in the Paint Workspace.

Without UVs there is not textures to export.
A UV layout 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.

All Texture Painting Data is contained within the various Layers which have been created in the Paint Workspace.
This data exists in the form of the 5 basic UV Maps that are created at the same time you Paint that information onto your sculpture.

As is the case when exporting data from the UV Workspace it must be put into a format that other applications understand.
This format is that of a UV Map. Separate maps are saved for each of the 5 categories of texture that you have created by painting onto your model:
Diffuse Color, Glossiness Color, Emissive Intensity, Normal (bump) information and Displacement information.

Activate Export constructor command to see export presets

Exporting a Displacement Map A step by step video showing how to bring in a low poly UV'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.

Displacement is exported using the difference of a vertex's position and its position on Layer 0.
Vertice positions will be taken from Layer 0. This is the preferred option for low-poly export.

Displacement is always based on Layer0. But positions of vertices on exported OBJ file depend on your choice. It is better to use such combinations of export checkboxes:

- set 1:

[x] Use source positions
[ ] Pick positions from Layer0
[ ] Coarse…

Use it if Layer0 was not distorted

- set 2:

[ ] Use source positions
[x] Pick positions from Layer0
[x] Coarse…

Use it is Layer 0 was distorted. Pick from layer 0 will save new positions, coarse will prepare it for further subdivision.

But if Layer X was not normally distorted then just displacement export will not help. You need to re-bake mesh to get normal displacement or use vector displacement.

Export to Unreal example by Digman

3DC setup: - Roughness/Metalness selected under the textures menu.
- View Menu. GGX Burley 12 (Unreal4).
- File meu— Export objects and textures—-Export panel- Unreal5

(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 needed.
The Metalness and Roughnes are imported as SRGB. Open the image editor for each image and deselect Srgb. Save the image. Now they will be linear maps and will render correctly. They will be listed as linear in the Material editor.
You should have a default material already created. Double click on it to open.

Drag in all the texture files into the default_material editor and input into the correct slots.
Apply and save.

Last picture: Of course the lighting is different in this simple setup. The colors are correct and the metalness and roughness match closely to 3DC. PBR reacts as you know to different lighting setups correctly so the lighting is different in the unreal scene and 3DC.


  • import_export/exporting_from_the_paint_workspace.txt
  • Last modified: 2022/07/26 22:15
  • by carlosan