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  1. Development

    1. Announcements and new feature demos

      This area contains official announcements from the Pilgway team

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    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.

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    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.

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  2. General

    1. General 3DCoat

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

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    2. CG & Hardware Discussion

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

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  3. Tutorials, Tips and Tricks

    1. Beginners tutorials

      A Beginners tutorials for 3DCoat shared by the community.

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    2. Modeling

      Low Poly and High Poly modeling

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    3. Sculpting

      Tutorials related to sculpt process

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    5. Materials and Textures

      Information about materials and texturing with 3DC

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    6. Painting

      Tuts related to paint process

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    7. Photogrammetry & Scan

      Information related to Photogrammetry & Scan

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    8. General 3D and CG

      Learn from a range of 3D and CG tutorials.

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  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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  • Posts

    • webmaster
      Converting Smart Materials to Node-Based MaterialsView the full article
    • Britain
      2026.22 unable to extrude edges,  when edge is selected and in Selected, Smart Extrude. Nothing Does something needs to be turned on?
    • Gorbatovsky
      Extruding edges is enable.
    • Britain
      Thanks. Any plans on having the ability to extruding verts and edges in the future?
    • Carlosan
      It is working on 2026.22   - you can also try this: Vertex colors are supported as fbx import. OBJ specification does not support vertex color, some program can store this information but other software cannot read it, only option is FBX. Go to File > Import > Import for Sculpt/Vertex Painting/Reference or Select Surface Sculpting, then in Sculpt Room choose Import and pick your FBX file. If model has texture it will be converted to vertex color.
    • Virtuarkeo
      I must confess I'm disappointed too and I won't upgrade my licencenext year until Linux version becomes really usable. Meanwhile, I use the Windows version thourgh Wine, or Blender+ Armir Paint, which is enough for my currently limited needs.
    • Andreas Wolmer
      Hello! I've been trying to take a paint object with textures and bake it to the Sculpt Room with vertex colors. However, I cannot seem to acheive that unfortunately. Here is a video showing my process, and I never get the vertex colors in the Sculpt Room: https://www.dropbox.com/scl/fi/riz7o1n6sd7a87y022t8u/vertex_colors_fail_260911.mp4?rlkey=7ytxg4m8bpiaioucht9skdwj8&dl=0 Am I doing something wrong or is this a bug?
    • webmaster
      Useful Brush feature is Act as Vox Hide.#3dcoat #3dsculpting #conceptartView the full article
    • NickTyler3d
      and more UI related complaints. I did report it via mantis, but still... 1. Activity bar is not bad in general, but... New style (on right side) is often not visible on white background, so I stay with old style on top, where it is on constant solid gray background. 2. Activity bar still lacking tooltips! When you hover over those panels - there must be a name of that panel/button. New user can't even understand what that panel is just by icon. 3. For God's sake get rid of that badword auto hiding on panels! When I'm working with symmetry or UV editor I hate that I can't call them using a hotkey, because they keep auto hiding. I can see 2 logical ways on this. One is from old versions, when you can call a panel with hotkey and click on it's title to keep it on screen forever. Or another - toggle mode - I assign F5 for big texture editor, I use manually F5 to open/close it only when I need it. Simple and effective. As of now to make big UV editor appear and stay I need to do like 20 operations! That is very annoying.
    • Gorbatovsky
      I adopted this extrusion mode from an old tool that had been in use for 10 years. Extrude mode define Direction of the Normal
    • NickTyler3d
      Yes, I agree with AbnRanger. Making panels expandable like in photoshop is great. But another problem is Coat now getting too much panels! With introduction of Nodes it is going crazy how many panels you need to manage in each room. There is a way to simplify that via making unified Object manager with tabs, that can replace up to 6 panels  (sculpt tree, polygon tree, curves tree, layers, surface materials, paint objects). I was thinking about it a lot, and I'm pretty sure at least 3 biggest of them (sculpt tree, polygon tree, curves tree) can be combined into one panel with tabs, because you never use all of them same time (maybe only during baking, but that's another story). When I sculpt - I work with sculpt tree only, when I work with curves I need to see curves tree (I would make curve editing a separate mode, overriding main shortcuts and tools. You need to work with curves - you activate curve editing mode with 1 hotkey and you get all tools and shortcuts for curves, you done - press the same hotkey to toggle it off and return to normal mode). When I poly model I work with polygon tree and sometimes need to hide/unhide something from sculpt or curves. Having one panel instead of many giving few advantages - simplifies UI, reducing number of panels, saves space, you can have 1 shared panel in all rooms (maybe with auto switching tabs when changing rooms). Correct me if I'm wrong, but when you really need them as separate panels on your screen same time? I can name few examples, but those are very exotic and rarely used.     And another thing I would love is working drag and drop between panels/tabs for transferring models. I absolutely hate how import/export between rooms is organized now. I would suggest two simple and logical ways to make it: 1. drag and drop selected objects from panel to panel. Like I want to sent my Poly model to sculpt room. I'd love to just drag and drop from poly to sculpt tab, and get context menu with options. Instead of jumping to another room and search for Import tool or menu commands there. 2. another elegant way to organize transfer commands could be a unified mini panel with like 2-3 arrow buttons (send selected to, import from). One button + context menu is simple and easy too, and it can be shared across all rooms, instead of dozen different commands in different menus and tools.
    • Britain
      Why are verts listed under Smart Extrude? What about edges? One should have the ability to extrude verts and edges.  I believe a while ago these extrude commands were in the  Selected area before Smart extrude. I could be wrong.  I haven't been modeling much in 3dcoat for a variety of reasons. I guess its off to learning keyboard commands.    
    • AbnRanger
      1) COLLAPSE/EXPAND Panels just like you see in Photoshop. I have been asking for this from Andrew for a few years now. The Activity Bar serves some of this functionality, because the panels are tucked away until you mouse over one of its icons in the bar. That's enough to keep it even in a new UI (as an option for users to pick in the PREFERENCES panel, but IMHO, it's not as good as the ability to quickly collapse a panel and expand it, when needed. For one thing, the Activity Bar is just for a quick, one-time selection of an Asset like a brush or shader. EXPANDING/COLLAPSING is more permanent. It stays open or closed until you click on the icon or collapse/expand widget. It also expands the panel to the inside of the column, which is way closer to your cursor, than having to reach all the way to the right side of the UI each time you want something. When you expand You can even move the icon where you want it to stay in the viewport, and click to expand or collapse it as needed. Many times, I want one or two panels to remain open and closer to the center of the viewport...such as the Preset, Brush Alphas, Shaders, Smart Materials, etc. Lastly, the Activity Bar does not include many of the panels a person may want access to. It's only a basic collection of them. An example where COLLAPSE/EXPAND would be awesome and very much needed in 3DCoat is the usage of the UV Preview Panel and the 2D Texture Editor. Scale/Place it in the UI as needed and then collapse it until you are ready for it. Then, with just a quick LMB click, you can bring it back up again.  
    • Gorbatovsky
      You cannot extrude the vertices.
    • yangbin
      I think you could format it into an image and upload it to this post, so that developers can better understand the user's needs.
    • yangbin
    • Elemeno
      columns, match tools etc to columns that match , so baking not be on the top layout but along the panels and also include light,occlusion baking too 
    • L'Ancien Regime
      That appears with the Select an other tools, but NOT when you have Smart Extrude selected.
    • Carlosan
      Any input from users as to what sort of layout and UI elements they prefer will be considered...so, feel free to share that input here. Any idea accompanied by a clear explanation, the reasoning behind it, and graphics is welcome... please don't just say "make it exactly like this app or that one"!
    • Carlosan
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