Jump to content
3DCoat Forums
  1. Development

    1. Announcements and new feature demos

      This area contains official announcements from the Pilgway team

      873
      posts
    2. New Releases, Bugs Reports & Development Discussion

      This is a section of the forum specifically for final and beta releases and discussing new developments. Also to report any new bug found.

      50.4k
      posts
    3. 3.5k
      posts
    4. Coding Scripts & Extensions

      SDK, scripts & addons development.
      If you want to create or share custom scripts & extensions for 3DCoat, you can find the information here to do so.

      610
      posts
  2. General

    1. General 3DCoat

      Discussions related to 3DCoat, and also share ideas for improving the program.

      71.7k
      posts
    2. CG & Hardware Discussion

      CG meeting area. General Discussion, News, films, games discussions, etc.

      13.7k
      posts
  3. Tutorials, Tips and Tricks

    1. Beginners tutorials

      A Beginners tutorials for 3DCoat shared by the community.

      967
      posts
    2. Modeling

      Low Poly and High Poly modeling

      406
      posts
    3. Sculpting

      Tutorials related to sculpt process

      714
      posts
    4. 262
      posts
    5. Materials and Textures

      Information about materials and texturing with 3DC

      354
      posts
    6. Painting

      Tuts related to paint process

      552
      posts
    7. Photogrammetry & Scan

      Information related to Photogrammetry & Scan

      56
      posts
    8. General 3D and CG

      Learn from a range of 3D and CG tutorials.

      167
      posts
  4. Artwork

    1. Finished Projects

      Use this forum to show off your art work, ask for feedback, offer criticisms or write about your techniques and processes.

      17.3k
      posts
    2. 3k
      posts
  • Posts

    • Carlosan
      You mean this ? (RMB over channel name to select another)  
    • Ctc_nick
      Hello! Is it possible to create a custom Channel and output it with the Export Configurator? It should not bleed into other channels (gloss,metal,etc). I tried like this: When I tried, i had to use gloss or some of the other usual channels, but then again it appears on ior and specular. I think it would be great if that can be done. It would not have to be rendered inside coat. Could be used for weights, or any sort of driven data. All the Best!
    • Ctc_nick
      Hi! IMHO if the engine requires 512, then you can remove the lower 64 128 256 from ppp settings, and document/message somewhere that gpuppp natively works with minimum 512. Upscaling is good but i would mention it somewhere . 
    • Baaltiwax
      Hi, thanks for the answer. You wrote it at past tense. is it fix in a new update ?
    • Elemeno
      pose tool is reallly broken.
    • Carlosan
      Hi ! It is a bug, it was a issue with overlapping faces.
    • Carlosan
      @Ctc_nick On Legacy version lower textures are working ok
    • Baaltiwax
      Hello, I'm new in 3D coat. I made a mesh in blender then export it in 3D Coat as scuplt object before retopo it and then painting it. I made some modification on my model in the retopo room after painted it. The paint was okay and when I updated my painted mesh with retopo mesh some textures appear really glossy, mirror like texture. I thought it was a issue with overlapping faces or faces normals with wrong direction, so I try to retopo one side of my objects and symmetrize it but it became even worse. I have no clue of what causes the problem. Can you enlighten my ? After : Before :
    • carrots
      Windows, 2026-22 3DCoat-2026-22.exe 3DCoatTextura-2026-22.exe 3DCoatPrint-2026-22.exe - Fixed an issue where the Cavity effect would not apply when painting with Smart Materials, despite showing correctly in the preview. - Fixed an occasional crash that could occur when clicking or interacting with the user interface. - Fixed an issue where texture padding appeared black when multiple objects shared the same UV set.
    • carrots
      The new GPU core processes textures in 512x512 blocks for better performance, so texture dimensions must be multiples of 512. I’ll consider the best approach here; the most sensible solution seems to be automatically upscaling such textures to 512.
    • Galnart
      You can tweak the materials a lot now with the new system, do you have any suggestions on settings to make them have a cartoonish look?
    • Britain
      Out mask. Passes the value of the final mask, to what? I'm guessing the previous layer? In a simple node setup when adjusting the mask (more on convex) both the base color and the color for the mask becomes transparent. Only one part of the object becomes transparent while the other stays solid. There's nothing anywhere requesting a change in the opacity. The object is one of 3dcoats objects in paint per pixel. Is this a bug? The out mask needs more detail in what it actually does. outMask Description: Passes the value to the final mask. Can add, subtract, or replace the existing mask. Inputs and Settings: MaskMode (Dropdown): Options: Replace, Min, Max, Component Mask (Number (Float))
    • Carlosan
      In 3DCoat, Byte1Channel and Byte2Channel are low-bit-depth data allocation formats used when creating custom texture export presets in the Export Constructor. They tell 3DCoat how to compress and structure the grayscale data channels (such as Roughness, Metalness, or Cavity) into texture maps. Break Down of What They Mean When exporting textures, you can pack different PBR data channels into image color slots (Red, Green, Blue, or Alpha). [1] Byte1Channel (8-bit, 1 Channel): Instructs 3DCoat to export a standard grayscale texture utilizing one byte of data (8 bits, giving 256 levels of gray). It is ideally used to output a single grayscale map, such as a Roughness map or a Metalness map on its own. [1] Byte2Channel (16-bit total, 2 Channels): Instructs 3DCoat to export a texture utilizing two bytes of data split evenly across two separate channels (often mapping to the R and G channels, or a Gray+Alpha format). It is commonly used for specialized packed game-engine workflows where two grayscale maps are bundled together into a single file to save memory (e.g., combining Roughness + Metalness or Normal X + Normal Y). Where are they used? You encounter these terms when navigating to File > Export Objects and Textures and opening the Export Constructor to build a custom preset. When you click to add a texture map, 3DCoat asks you to choose the target image format structure. When you choose standard color options like RGB or RGBA, you are choosing Byte1Channel or Byte2Channel.  Use it hen you explicitly need grayscale or two-channel packed texture files.
    • webmaster
      Using the Stencils Panel to Add 3D Paint Elements to the Model #3dsculptingView the full article
    • webmaster
      Using the Stencils Panel to Add 3D Paint Elements to the ModelView the full article
    • Cuquio
      Thank you for your promt response. I've tried your sugestion but I get the same error, however, I think I discovered something. As a last resort, I uninstalled the program and downloaded the installer again. The installer available for download is version 2026.17 (then you can update to 2026.20 from the updates manager), so I tried the same before updating and it works as intended. So it look like a bug in the lastest version, or maby I'm missiong something that changed from one version to the other.  
    • Nagisa
      Sorry, I attached the wrong images in my original post above - please disregard those. Here are the correct ones for reference https://imgur.com/a/19UpqNn https://imgur.com/a/0TFBMV5 Thanks for your patience!
    • Nagisa
      Hello, Sorry, I need to correct something — in a previous attempt I accidentally attached the wrong image. Please disregard that, and here is the correct report below. I'd like to report an issue I've encountered in 3D Coat 2026.20NS (Windows), in the Paint Room. Summary: I have a layer named "Normalmap" (Standard Blend / Add Depth blend mode) in the Layers panel. The normal map is applied correctly overall - the combined 3D viewport result (all layers together) looks correct, and the normal map effect is properly visible in that combined result. Editing the layer also works fine, and the Texture Editor (2D window), with its channel dropdown set to "Normals", correctly shows the rainbow normal map data. The issue is specifically that when I select this Normalmap layer by itself in the Layers panel, the 3D viewport does not show an isolated/solo preview of just that layer. Comparison: When I generate a CurvatureMap layer and select it by itself, the 3D viewport correctly shows an isolated/solo preview of that layer. So this behavior seems specific to Normalmap-type layers, not a general Layers panel issue. Steps to reproduce: Create or import a "Normalmap" layer (Standard Blend / Add Depth) on an object. Confirm the normal map effect displays correctly in the combined 3D viewport result. Select the Normalmap layer by itself in the Layers panel. Observe that the 3D viewport does not show a standalone/isolated preview of that layer (only the Texture Editor's "Normals" channel view shows correct data). For comparison, generate a CurvatureMap layer and select it by itself - the 3D viewport correctly shows an isolated preview. Environment: 3D Coat 2026.20NS Windows Could you confirm whether this is expected behavior for Normalmap-type layers, or a bug? For reference, here are the correct images (screenshot from the tutorial I followed, and my current state): [https://imgur.com/a/19UpqNn] [https://imgur.com/a/0TFBMV5] [https://www.youtube.com/watch?v=OCufsTtmaPM&t=488s] Thank you for your time. Best regards, Nagisa
    • Nagisa
      Hello, I'd like to report an issue I've encountered in 3D Coat 2026.20NS (Windows), in the Paint Room. Summary: I have a layer named "Normalmap" (Standard Blend / Add Depth blend mode) in the Layers panel. The normal map is applied correctly overall - the combined 3D viewport result (all layers together) looks correct, and the normal map effect is properly visible in that combined result. Editing the layer also works fine, and the Texture Editor (2D window), with its channel dropdown set to "Normals", correctly shows the rainbow normal map data. The issue is specifically that when I select this Normalmap layer by itself in the Layers panel, the 3D viewport does not show an isolated/solo preview of just that layer. Comparison: When I generate a CurvatureMap layer and select it by itself, the 3D viewport correctly shows an isolated/solo preview of that layer. So this behavior seems specific to Normalmap-type layers, not a general Layers panel issue. Steps to reproduce: Create or import a "Normalmap" layer (Standard Blend / Add Depth) on an object. Confirm the normal map effect displays correctly in the combined 3D viewport result. Select the Normalmap layer by itself in the Layers panel. Observe that the 3D viewport does not show a standalone/isolated preview of that layer (only the Texture Editor's "Normals" channel view shows correct data). For comparison, generate a CurvatureMap layer and select it by itself - the 3D viewport correctly shows an isolated preview. Environment: 3D Coat 2026.20NS Windows Could you confirm whether this is expected behavior for Normalmap-type layers, or a bug? I'm attaching a screenshot from the reference tutorial I followed, along with a screenshot of my current state, for comparison. Thank you for your time. Best regards, Nagisa https://www.youtube.com/watch?v=OCufsTtmaPM&t=488s https://imgur.com/c9okaFt https://imgur.com/TkdQnuk
    • Nagisa
      Normalmap layer doesn't show an isolated preview in the 3D viewport when selected - am I missing something? Hi everyone, I'm still fairly new to 3D Coat, so it's possible I'm just missing something obvious here - sorry if this turns out to be a silly question! What's happening: I have a layer named "Normalmap" (Standard Blend / Add Depth) in the Layers panel. Everything displays correctly overall - the full combined result in the 3D viewport (all layers together, including the normal map effect) looks correct, not just plain color. Editing the layer also works fine, and the Texture Editor (2D window), with its channel dropdown set to "Normals", correctly shows the rainbow normal map data. The issue is specifically about isolating this one layer: when I select the Normalmap layer by itself in the Layers panel, the 3D viewport does not show a standalone/isolated preview of that layer on its own. For comparison, when I generate a CurvatureMap layer and select it by itself, the 3D viewport DOES show a correct isolated/solo preview of that layer. So the problem seems specific to the Normalmap layer not producing this kind of standalone preview when selected, even though the layer's data is correct and it contributes correctly to the final combined result. Steps: I have a "Normalmap" layer (Standard Blend / Add Depth). The overall/combined result in the 3D viewport looks correct - the normal map effect is properly applied. I select this Normalmap layer by itself in the Layers panel. In the Texture Editor, the "Normals" channel view shows the correct data. But the 3D viewport does not show an isolated/solo preview of just this layer when it's selected. For comparison, generating a CurvatureMap layer and selecting it by itself DOES show a correct isolated preview in the 3D viewport. I'm on 3D Coat 2026.20NS (Windows). Is there a setting that controls whether a Normalmap-type layer shows an isolated/solo preview in the 3D viewport when selected? Any pointers would be appreciated. Lastly, I've attached a couple of images below: a screenshot from the reference tutorial I used as a guide, and a screenshot of my current state, for comparison. Thanks in advance! Visit site to view video content. https://imgur.com/c9okaFt https://imgur.com/TkdQnuk
×
×
  • Create New...