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3DCoat 2026 Development


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This thread is devoted to the 3DCoat development process. 3DCoat 2026 development discussion continues there.

 

Roadmap planned for 3DCoat 2026:

- A node system
- Procedural textures,
- Smart masks
- GPU-accelerated texturing for PPP

 

Huge thanks to everyone for participation, patience and feedback!

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The temporary license for anyone who wants to test, but has not bought a license:

  3DCoat_community_26_05_26.license - valid till 26 May 2026

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The links to download:

Windows builds are compiled and uploaded completely automatically.
- If I feel that I made risky changes, I mark build as [beta]. Not recommended for use in production environments.
- If I feel that build is essentially stable and good, I put it into the community downloads.

Refresh this page to see the changes.

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ATTENTION: 3DCoat-2021.51 and 3DCoatTextura-2021.51 are the last builds which support macOS 10.13 and macOS 10.14. Starting from 3DCoat(Textura) 2021.54 the executable bundle requires macOS 10.15 and above. This is done because Apple has implemented full C++17 support only starting from macOS 10.15. Xcode gives the error "XXX is unavailable: introduced in macOS 10.15", where "XXX" is some feature(s) from C++17 which we are using under Windows.

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After migrating 3DCoat from AngelScript to Python, the project became completely broken under macOS and Linux.
With our combined efforts and a lot of time, we were able to resolve the Python issues on macOS,
but they remain unresolved on Linux.

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Links to the latest versions 2025 for macOS are always here: https://pilgway.com/~sergyi/links-macOS.html

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Links to the latest versions 2025 for Linux are always here: https://pilgway.com/~sergyi/links-Linux.html

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Changelog (in comparison to 2023.24):

[if the build was re-uploaded for some reason then lines above the latest version number will appear. It means that changes are included in the re-uploaded build, but not included in the initial one. If those changes are important for you, just re-download and install even with the same version number.]

A development release is a release that shows work in progress, and gives the community the opportunity to detect problems early and report them. 
It is an unstable version and we do not recommend using it in production.
Use it because you want to help improve 3DCoat by reporting bugs.

Link to comment
https://3dcoat.com/forum/index.php?/topic/33520-3dcoat-2026-development/
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  • Advanced Member

This looks great!

Roadmap planned for 3DCoat 2026:

- A node system
- Procedural textures,
- Smart masks
- GPU-accelerated texturing for PPP

Can we please also get quad-based sculpting this year?  We need a way to keep working with meshes that have been retopologized and UV unwrapped in a non-destructive manner.

  • Like 3
  • Advanced Member
56 minutes ago, gbball said:

This looks great!

Roadmap planned for 3DCoat 2026:

- A node system
- Procedural textures,
- Smart masks
- GPU-accelerated texturing for PPP

Can we please also get quad-based sculpting this year?  We need a way to keep working with meshes that have been retopologized and UV unwrapped in a non-destructive manner.

2023 -2026 and still asking too , quad based surface mode would be super helpful , modelling tools inside sculpt for surface mode also .

  • Like 1
  • Advanced Member

2025.17 has a few broke brushes, the stroke expansion doesnt apply too all voxel tools ,

the pinch tool inside surface and voxel doesnt lift correctly , it indents and keeps the alpha shape but lift mode (ctrl) lifts the area but doesnt keep alphas shape 

  • Advanced Member

please also , i know youre trying your best , but i initially bought 3dcoat for sculpting , please can we get sculpting fixes and improvements so we can use it , theres always a reason to have to move from sculpting inside 3dcoat and i wish i didnt have to leave the software and use another 

  • Advanced Member

3dcoat зараз не потребує додавання.

Потрібне віднімання.

Потрібне віднімання.

Функції кімнати фарбування стали заплутаними, оскільки ми додали більше функцій з кімнати налаштування.

Вкладка кімната стала заплутаною, оскільки ми додали забагато кімнат.

Є багато інших функцій, які потрібно видалити.

 

Щоб щось додати, потрібно щось відняти

Період додавання функцій закінчився. Тепер час віднімати.

 

What 3dcoat needs right now is not additions.

What's needed is subtraction.

What's needed is subtraction.

The Paint Room features have become confusing because we added more features from the Tweak Room.

The Room tab has become confusing because we added too many rooms.

There are many other features that need to be removed.

 

To add something, you have to subtract something

The period for adding features is over. Now it's time to subtract.

Edited by jene
  • Like 4
  • Advanced Member
14 hours ago, jene said:

3dcoat зараз не потребує додавання.

Потрібне віднімання.

Потрібне віднімання.

Функції кімнати фарбування стали заплутаними, оскільки ми додали більше функцій з кімнати налаштування.

Вкладка кімната стала заплутаною, оскільки ми додали забагато кімнат.

Є багато інших функцій, які потрібно видалити.

 

Щоб щось додати, потрібно щось відняти

Період додавання функцій закінчився. Тепер час віднімати.

 

What 3dcoat needs right now is not additions.

What's needed is subtraction.

What's needed is subtraction.

The Paint Room features have become confusing because we added more features from the Tweak Room.

The Room tab has become confusing because we added too many rooms.

There are many other features that need to be removed.

 

To add something, you have to subtract something

The period for adding features is over. Now it's time to subtract.

this is true , there are way too many unfinished features that dont work as intended "smart hybrid" for example .

  • Like 1
On 2/12/2026 at 10:41 AM, Elemeno said:

so... are we getting quad based sculpting for surface mode?

Essentially, the roadmap listed above represents features already developed last year that will be available for public beta testing in the near future. In the future, since vector displacement can easily be added to GPU PPP, it might make sense to combine it with existing surface sculpting, thereby providing a polygonal base for controlling the overall shape (which is what quad-based sculpting is for) and all the additional benefits of existing surface sculpting and GPU texturing. This would also have the advantage of allowing more uniform mesh subdivision compared to simple mesh subdivision.
This is just an idea, but we can think about it.

  • Like 1
  • Thanks 1
  • Advanced Member
15 hours ago, carrots said:

Essentially, the roadmap listed above represents features already developed last year that will be available for public beta testing in the near future. In the future, since vector displacement can easily be added to GPU PPP, it might make sense to combine it with existing surface sculpting, thereby providing a polygonal base for controlling the overall shape (which is what quad-based sculpting is for) and all the additional benefits of existing surface sculpting and GPU texturing. This would also have the advantage of allowing more uniform mesh subdivision compared to simple mesh subdivision.
This is just an idea, but we can think about it.

yea would be amazing, also be able to remove the modelling room and have modelling as a tool in surface mode so its more compact and convenient to work with .. dont get me wrong i love voxels but im always moving from there after i get my base and i actually need to work adding details etc

 

also another one feature request , could there be a gizmo setting for sphere , so when you move the sphere using gizmo you caan directly block out a shape like pipes or belt buckles etc

  • Advanced Member
19 hours ago, carrots said:

Essentially, the roadmap listed above represents features already developed last year that will be available for public beta testing in the near future. In the future, since vector displacement can easily be added to GPU PPP, it might make sense to combine it with existing surface sculpting, thereby providing a polygonal base for controlling the overall shape (which is what quad-based sculpting is for) and all the additional benefits of existing surface sculpting and GPU texturing. This would also have the advantage of allowing more uniform mesh subdivision compared to simple mesh subdivision.
This is just an idea, but we can think about it.

I know you're not saying this will happen, but for clarity.  Do you mean that you would add vector displacement sculpting to the current triangulated mesh surface sculpting or that the idea would be to add sculpting on a quad based mesh using vector displacement via the improvements in PPP?

Edited by gbball
3 hours ago, gbball said:

I know you're not saying this will happen, but for clarity.  Do you mean that you would add vector displacement sculpting to the current triangulated mesh surface sculpting or that the idea would be to add sculpting on a quad based mesh using vector displacement via the improvements in PPP?

The idea is to make this an extension to the PPP.

This is what a typical displacement looks like in the GPU version now. Making it vector-based and using the surface sculpting techniques would solve the needs of polygon-based sculpting.

Sorry, the video was recorded for internal use in Ukrainian.

  • Like 3

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