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3DCoat Forums
  1. Development

    1. Announcements and new feature demos

      This area contains official announcements from the Pilgway team

      831
      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.

      13.6k
      posts
  3. Tutorials, Tips and Tricks

    1. Beginners tutorials

      A Beginners tutorials for 3DCoat shared by the community.

      959
      posts
    2. Modeling

      Low Poly and High Poly modeling

      396
      posts
    3. Sculpting

      Tutorials related to sculpt process

      692
      posts
    4. 231
      posts
    5. Materials and Textures

      Information about materials and texturing with 3DC

      316
      posts
    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.

      17.3k
      posts
    2. 3k
      posts
  • Posts

    • 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
    • Carlosan
      Paint Room > PPP Any Smart Material applied show deformaion at seams    
    • DMG
      The items I create need to be geometry only, as they will be manufactured with a CNC machine, so unless displacement from smart materials is applied to the actual geometry, it won't fix my issue. But thanks for the suggestion.
    • Carlosan
      That sounds incredible. It's a new foundation.  I'm amazed.
    • carrots
      Yes, the Node Inspector will remain separate from the Object Inspector and handle individual nodes—simply because it is more convenient to work that way when both panels are available. Nodes are already distinct Python objects, so it is only a matter of time before we can write new nodes in Python and use them for other tasks, such as procedural modeling.
    • carrots
      I would appreciate your suggestions regarding the UI/UX. The ObjectInspector currently features a context selector at the very top (Object vs. Layer) to choose whether you want to manage the properties of the object or the layer. For the next version, I plan to add a default Transform component to all objects—something currently missing—which will allow for numerical control over an object's position, scale, and rotation, as well as the ability to write new components in Python.
    • wendallhitherd
      would it be presumptuous of me to pitch some UX designs for this feature? If I get some free time this week and I use it enough to get a better understanding of what it does / how it works I may have some ideas on how to make the UX more intuitive to a new user who has no idea what the thing is or what it does. I can also stick to bug reports and avoid the high level UX feedback if that is preferred Some intuition friction I get immediately from "object inspector" - inspectors in basically all other 3d software show the properties of a selected item. In 3DCoat an object inspector would most intuitively show the user the properties (transform, visibility state, etc) of the currently selected sculpt object or paint object. - One thing that's sort of unintuitive about 3dcoat in general (though I actually think this is a good feature, it just doesn't work like other stuff) is that layers are scene-globals, IE they are not defined per object, they are persisted across all SculptObjects (one layer, applies to all sculpt objects) and also they persist across rooms.  - it seems like the object inspector is similar in that it defines scene-global data objects that can apply to layers, or the scene, or particular sculpt objects. A name for this panel that would fit better in my head would be like... Scene Data Editor or something. - Does the object inspector always list all of the data constructions that exist in the current 3dcoat session? or is the display scoped to only show for example show datas that are defined for the currently selected layer, or the currently selected sculpt object? If the panel had a context selection, or was context sensitive, some UX sugar could be supplied such that the user gets extra modal options for editing whatever is currently selected or edited. Like "you are currently editing materials because you selected the materials edit drop down, now you see a list of all material like data objects in the scene, and you get some additional widgets that only apply to materials"  
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