import_export:importing_into_the_paint_workspace

The primary way to import assets into the Paint Room is through the Opening Dialog and its sub-options.
In order to Paint some textures, 1 of 2 conditions must be met:

  1. A model with topology and UV’s created in 3DCoat has been successfully Merged into the Paint Room (which can’t happen without the existence of a UV Map).
  2. A model created externally, which has been UV Mapped, is imported into 3DCoat for texturing using one of the Painting Methods (which automatically places any existing UV Maps and Textures into the UV Room and the Paint Room).

In this context, the Texture Menu becomes available, also, in the Main Menu Panel. As described in the “Importing Into the UV Room” section - the options available in this menu allow you to import existing texture assets into the Paint Room for further modification.

With the middle column select, pick one of these .OBJ files that you can see in the menu from the screenshot below.

Or select file menu and click on File→Import→Model for per pixel painting, then choose “sample.obj” file (it is in the Sample folder). Upon importing an object you will be prompted with the following image. There are many options you will see in this prompt.
They are as follows:

Normal Map Software Preset:
Initial subdivision: Set initial subdivision of the object for smoother look (if needed).
UV-mapping type: Keep original UV or choose Auto-mapping.
UV-set smoothing: This option works only if you have chosen to subdivide model during import.

Z-up coordinate system Z-up based coordinate system for compatibility with Rhino, 3DS-Max, and other applications with Z-axis up.
Import Tiles as UV sets Import separate UV tiles as separate UV sets.
Triangulate: Triangulate a mesh to avoid UV glitches.
Weld Vertices Weld separate vertices that are at the same point in space.
Invert Normals
Lock Normals Don't recalculate normals, use normals directly from the object file. If you subdivide mesh this option will be ignored.
Don't Snap Subdivision Vertices to Surface: This option helps to avoid snapping of the subdivided mesh to the surface of high-poly mesh. It makes the Layer0 mesh very smooth. All displacement (normal maps) will be placed on higher layers in this case. This option is very helpful if you want to export a low poly mesh and displacement map.
No Center Snap 3D-Coat tries to move bound box of the model to the origin of the scene by default. Check this box if you want to import model as is, without any centering.
Set sharp edges (split normals) over UV seams
Auto smoothing groups: This option allows creating smoothing groups automatically. By specifying value in the “Maximum angle” option responsible for the maximal angle between faces when the edge becomes sharp, it is necessary to activate the Auto smoothing groups option. To use this option turn the Auto smoothing groups on.


Treat Retopo Objects as Paint Objects: In this mode each material of the object will be treated as separate UV set (separate texture) regarless on initial UV-sets. If you deselect “Treat Retopo Objects as Paint Objects, your paint Objects or retopo object layers be converted to surface materials and you only now will have one paint object but with several surface materials. Rename your Paint object as it will be a combination name of all the retopo object layers.


UV-set name: Enter UV-set name.
Texture width: Set texture width.
Texture height: Set texture height.

• Note: If your video card has less then 2GB of Vram you should avoid textures larger than 2000 x 2000.


MicroVertex Painting (Displacement)”

You will see a number of options of which you can specify upon importing your object.

Millions of Polygons: This responsible for mesh resolution, the number of millions of polygons after mesh smoothing during the loading. This amount should be greater than the amount of pixels on texture. These polygons are used to create normal map on the fly.

Display Mesh Resolution (Polygons): The mesh consists of two levels of detail: carcass mesh (mid poly mesh) and high resolution mesh. Usually you will see mid-poly mesh in viewport with normal map created using high-poly mesh.

Smooth Object: You can also “smooth” the object while opening the file. For this case, let’s tick “Smooth object”.

Mapping Type: Specify what kind of texture coordinates should be used during the edit process.
By default, the UV-mapping type is “Keep UV”. For this option of course, you must have a pre-existing UV mapped mesh, and remains as it was. If you want, you can change it.

  • Keep UV:Keep UV Coordinates: Choose this option only when the entire model is mapped without overlaps.
  • UV Sub-Patch Smoothing: The type of smoothing that will be applied to UV islands.
  1. No Smoothing: UV-sub patches will not be smoothed.
  2. Smooth, Keep Edges:
  3. Full UV Set Smoothing: The UV set will be completely smoothed.
  4. Smooth But Keep Corners: Smooth the UV-set and even out the boundaries, but keep the corners unsmoothed.
  • Keep Clusters (Islands): Choose this option if your model has overlaps in UV-mapping. This will move clusters so they do not overlap. When the texture is exported it will be saved using the original UV-coordinates. If a mapping conflict is detected, the more painted pixels will be preferred.
  • Auto Smoothing Groups: The “Auto smoothing groups” option allows creating smoothing groups automatically. By specifying value in the “Max. angle” option responsible for the maximal angle between faces when the edge becomes sharp, it is necessary to activate the “Auto smoothing groups” option. This option provides automatic UV-mapping. While the result is usually satisfactory, unmapped or complex convex shapes should be mapped manually.

Invert Normals: Check this option if you want to invert normals of the model.
Weld Vertices:
Z-up coordinate system:
No Center Snap:
Preserve Positions: With the help of “Preserve positions” options you can specify the initial vertex positions to be saved, compensating their shift when smoothing by extra pressure.
Ignore Smoothing Groups: This allows you to import meshes without normals information. The model will be smoothed after the import in this case.

UV Set Name, Texture Width & Height are the same as above for per pixel painting.

Provides a comprehensive set of options for import your model into Paint Room making it ready for Vertex Painting.
The options provided in the opening dialog allow for some preliminary texturing using image maps as a basis for final Bump, Stencil and Color texture maps (available for export and use within 3rd party applications).

Create Mesh from Image

Heightmap landscape for game engines: This tutorial shows how to create a mesh from a black and white height map & colour texture if you have it, retopo it and paint on textures, colours and fine bump details etc. By Psionic Games.

Import Object to Merge: This quick video demonstrates the steps to Import an object to merge into a current scene, rather than into a new scene. We get questions about it, thus the video. Base model courtesy of Fellipe Beckman.

Import to Microvertex Options Notes: This video mentions some quick and important notes about importing a model into the Paint Room, using the MicroVertex (displacement map in depth channel) option.

  • import_export/importing_into_the_paint_workspace.txt
  • Last modified: 2019/10/20 00:46
  • by carlosan