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3DCoat Forums
  1. Development

    1. Announcements and new feature demos

      This area contains official announcements from the Pilgway team

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      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.

      50k
      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.

      71.6k
      posts
    2. CG & Hardware Discussion

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

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      posts
  3. Tutorials, Tips and Tricks

    1. Beginners tutorials

      A Beginners tutorials for 3DCoat shared by the community.

      959
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    2. Modeling

      Low Poly and High Poly modeling

      396
      posts
    3. Sculpting

      Tutorials related to sculpt process

      693
      posts
    4. 231
      posts
    5. Materials and Textures

      Information about materials and texturing with 3DC

      316
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    6. Painting

      Tuts related to paint process

      547
      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.

      163
      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.

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    2. 3k
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  • Posts

    • Carlosan
      Note: How to add another Material from Library to a Layer which already have a Material applied ? Drag and drop it is not possible
    • Carlosan
      Will be nice to have prefab presets to Scatter images (like leaves on floors) or welding.  Also the option to manually UV transform decals over the mesh  
    • Virtuarkeo
      Hi there. Thanks for porting 3DCoat to Flatpak, I think it's a great move and easier to manage than ancient versions. This said, I have one issue with it, as I can't find a way to get my 3D mouse working with it. I have of course the spacenavd daemon installed. I'm on POP!OS 24.04LTS with Cosmic and wayland. My 3D mouse works fine in the non-flatpak 2025.17 version, and it works also fine with Blender, but not with 2026.01 version. Any tip or idea would be welcome. Thanks in advance.
    • ERICtheBERIC
      Hello, im trying to decide whether 3DCoat would be suitable for what im trying to achieve with a 3d printing project. As a preface, im familiar with CAD programs but a total noob to modelling/sculpting software.  I have a detailed terrain STL mesh representing an urban area, onto which, i would like to "paint" the roads in a different colour/material so that they stand out on the print. The road extents are digitised in a 2D vector .dwf file which i need to drape/project vertically onto the terrain mesh and assign the overlapping portion as a different material. Is this something that would be practically achievable in 3DCoat? Any help would be genuinely appreciated
    • Carlosan
    • Carlosan
    • thinkinmonkey
      Nah, never mind. I spend more time to investigating and, despite the strange name, I found it was a shortcut to 3DCoat.exe.  Sorry for the huge mistake, but I was a bit cautious, because the strange name, don't know why. So sorry about that:
    • Elemeno
      i couldnt find this file on official auto updating files , and i havent been able to download the new files due to my firewall
    • thinkinmonkey
      Hello, I've downloaded and launched, but not used, the new 3DCoat some days ago. Today I did nothing, like nothing nothing: not running or installing or downloading or whatever. I've just found this file in my recycle bin: Do you have any idea why? Thanks, Michele
    • tapanojum
      Fedora 44 KDE 2026.01 flatpak worked without issue. Haven't had the time yet to thoroughly test it but other than the general instability, this definitely seems to be a move in the right direction. If it's stable and without any major bugs once it comes out of beta, I'll probably end up upgrading my 2024 license to use it. I had accepted the idea that Linux will probably never really be supported going forward, so seeing you put in all this work to look for a solution is really encouraging and appreciated. No idea regarding the WebAssembly stuff. I understand that Linux has its challenges and Windows is a priority. I'm just hoping for software stability/reliability and not be in situations like this again.
    • Carlosan
    • crazytools
      Hi everyone,   I wanted to share NormalMap AI, a free browser-based normal map and PBR texture generator for 3D artists and game developers. It can be useful when you need to test a material from a source image before bringing the generated maps into 3DCoat or another 3D workflow.   Link: https://normalmap.ai/?utm_source=3dcoat&utm_medium=forum&utm_campaign=backlink_2026   What it does: - Generates normal, roughness, ambient occlusion, metallic, height, and ORM maps from an image - Shows a real-time 3D preview in the browser - Runs locally with WebGL, so uploaded images/textures do not need to leave your device - Includes extra tools for AI seamless textures and transparent PNG generation   Demo video: https://www.youtube.com/watch?v=H-13KG5UeDY   Hope it is useful for anyone looking for a quick normal-map or PBR-material test workflow.
    • crazytools
      Just adding an updated option for anyone who finds this thread later and needs a browser-based normal map tool on Mac or without installing anything.   NormalMap AI is a free normal map and PBR texture generator that runs in the browser: https://normalmap.ai/?utm_source=3dcoat&utm_medium=forum&utm_campaign=backlink_2026   It can generate normal, roughness, ambient occlusion, metallic, height, and ORM maps from an image, with a real-time 3D preview. The processing runs locally in the browser with WebGL, so it is handy for quick material tests before bringing maps back into 3DCoat or another 3D app.   Demo video: https://www.youtube.com/watch?v=H-13KG5UeDY
    • Carlosan
      Could be GPU memory limit Try first to convert all textures to pmg 4K before import
    • Andreas Wolmer
      Thanks for the tip. I have had massive problems with program freezes and slowdowns with the model, probably due to exactly that, the very dense mesh. I had to give up for the day, going to continue tomorrow and might have to approach it like you suggest. Not in front of my machine right now, but I would then bake the paint mesh into the sculpt room, repair some issues with the mesh I discovered, decimate and generate new UV:s, and then bake the textures onto that? I'm not sure how to bake the textures from the paint mesh to a new mesh right now... 
    • Elemeno
      what i would do depending on how dense the mesh is , i would copy it , either decimate it or give it real topology , new "one" set of uvs but better laid out , and then bake the high poly and textures etc 
    • Andreas Wolmer
      Wow, thanks Carlosan for the super fast reply, I will try this out! Cheers Andreas
    • Carlosan
      * This steps only works on the new version 2026.4 * Once you have the mesh (need to be one mesh) w/udims imported on Paint Room as PPP, with ITAUVset turned ON   On Textures Menu > Import > Import Multiple Udims > select all the images on the folder   All the images are added to Layer Panel   You can modify any uDim texture selecting it on Texture Editor   switch to UV room, and use Unify UV next step UnWrap   last Apply UV-set   now Delete Unused  UV Sets   Switch back to Paint Room, press OK   Now you have only one Paint Object, one Surface Material and one UVset applied Done    
    • Andreas Wolmer
      Hello! I have received from a client a very heavy photogrammetry generated OBJ along with 3 separate 8K texture maps, all on separate UV tiles. I would like to combine all 3 uv tiles on one single tile, and combine all 3 texture maps one one single 8K map. To complicate matters, the OBJ is quite heavy (around 3gb) and 3D Coat slows down to a crawl when I try to work on the file. How would I go about doing this? If anyone could give me some hints, or direct me to a tutorial I would be incredibly grateful. Thank you in advance Andreas
    • Carlosan
      One you get a Smart Material applied to the mesh on Paint Room > PPP   Use this command to convert the normal map to mesh displacement on Sculpt Room -> Paint to Sculpt Baked Text & Subd     it is converted as Surface sculpt, can be exported as .stl
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