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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.

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      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.

      611
      posts
  2. General

    1. General 3DCoat

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

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      posts
    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

      406
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    3. Sculpting

      Tutorials related to sculpt process

      721
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    4. 262
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    5. Materials and Textures

      Information about materials and texturing with 3DC

      354
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    6. Painting

      Tuts related to paint process

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    7. Photogrammetry & Scan

      Information related to Photogrammetry & Scan

      56
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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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    2. 3k
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  • Posts

    • erisan
      Thanks, I am also adding a note to the developers when reviewing the bug report: In my case, I dragged a png rust file that I created from your avif, because the stencil folders containing the avifs do not show in preview and cannot be used in viewport.  Perhaps this has something to do with the error in this tread, that is, missing Node  previews.
    • erisan
      I found it in profile. 
    • erisan
      Is there a general page for older versions? 
    • webmaster
      Voxel Painting in 3DCoat – Paint with Real Volumetric Depth! #VoxelPainting #VolumetricPaintingView the full article
    • Carlosan
      Did you use this option ?
    • Britain
      Heres my the 3dcoat file. Rust_test.3b
    • Mihu83
      I've worked with VMM on symmetrical objects for years and there was never an issue with symmetry plane/sides changes. Also, working with VMM off, but with "standard" symmetry on, I'm getting "Partial symmetry" notification... no matter if retopo mesh is connected or disconnected in the middle.
    • Carlosan
      Virtual Mirror Mode (VMM) in 3DCoat's Retopo Room is a non-destructive workflow that lets you model on one side of a symmetry plane while showing a ghosted, real-time preview on the opposite side without actually generating real polygons yet. If you accidentally turn on Virtual Mirror Mode while real geometry already exists on both sides, it can visually double or obscure your meshes. Turn off VMM if you need to work with fully realized geometry on both halves.
    • Mihu83
    • Carlosan
      Virtual Mode is turned OFF ?
    • Mihu83
      Question about symmetry planes inside Retopo room: - this was on my mind for quite some time and I haven't found any info., so... why there are frequent symmetry changes in Retopo room? For example, with one object, I start retopo on the right side and I get message "you clicked on the wrong symmetry plane" and with another object I get the same message when I start on the left side of the object. This behaviour varies between all objects and is annoying as hell.  Any explanation?  I don't remember this behaviour in older 3DCoat versions. As a bonus, there are a lot of partial symmetry issues in 2026 versions. Also, I have never got an answer about object not staying in the center of viewport. For me, every symmetrical object that is added to the center of the scene, should always be placed at dead center and that is not the case with 3DCoat. No matter what, almost every object ends up being off and that shows with Transform tool. That is not the issue with "non uniform", as no notification shows up. Also, it doesn't matter if I will adjust the object to the center of the scene, it will eventually end up being off anyway. I need to constantly check object before applying any changes, because it will eventually cause issues, maybe not as much in sculpt room, but definitely in Retopo room with symmetry on. I don't know, maybe that's the issue with gizmo itself or maybe I'm missing something.
    • Carlosan
      Concept Artist Jama Jurabaev showcased this highly realistic artwork   Concept Artist and Art Director at Lucasfilm Jama Jurabaev showcased a set of digital clay sculpts made using 3DCoat. The artwork features amazing graphic fidelity and resembles real-life clay, with highly realistic modeling and textures. The collection includes 3D models of humans and imaginary creatures, and the artist demonstrates a high level of expertise, accurately depicting various outfits and materials.
    • Mihu83
      Question about symmetry planes inside Retopo room: - this was on my mind for quite some time and I haven't found any info., so... why there are frequent symmetry changes in Retopo room? For example, with one object, I start retopo on the right side and I get message "you clicked on the wrong symmetry plane" and with another object I get the same message when I start on the left side of the object. This behaviour varies between all objects and is annoying as hell.  Any explanation?  I don't remember this behaviour in older 3DCoat versions. As a bonus, there are a lot of partial symmetry issues in 2026 versions. Also, I have never got an answer about object not staying in the center of viewport. For me, every symmetrical object that is added to the center of the scene, should always be placed at dead center and that is not the case with 3DCoat. No matter what, almost every object ends up being off and that shows with Transform tool. That is not the issue with "non uniform", as no notification shows up. Also, it doesn't matter if I will adjust the object to the center of the scene, it will eventually end up being off anyway. I need to constantly check object before applying any changes, because it will eventually cause issues, maybe not as much in sculpt room, but definitely in Retopo room with symmetry on. I don't know, maybe that's the issue with gizmo itself?
    • Britain
      Sorry I wasn't paying attention. If you have an image in the UAV Texture image you should also have images in the Simple Material and Out Material. If you disconnect the UAV texture the simple material and Out material should reflect the color you set in simple material. Something isn't set correctly in the simple materials or the simple materials node is corrupted. Try deleting the node and start over. I'm using the windows version so there's still a chance the Mac version has a bug.
    • co3Darts
      I didn't know!  Thank you.
    • Carlosan
      To export packed ORD (Occlusion, Roughness, Displacement) or ARM (Ao, Roughness, Metallic) maps from 3DCoat, you need to configure a custom Export Preset (constructor). These packed maps combine three grayscale textures into the Red, Green, and Blue (RGB) channels of a single image to save memory and improve performance in game engines like Unreal Engine or Unity.                        
    • co3Darts
      I'd like to request a way to export to Unreal 5 with packed ORD and ARM maps.  This is only thing that Substance does much better than my dear old 3dcoat.  Thanks. Jason
    • erisan
      I already have a picture of my nodes in my last post. Compare it to the linked tutorial video.
    • Britain
      Picture of your nodes? Im not sure what the exact issue is.
    • erisan
      That changes what is displayed in the viewport, but my problem is that I do not have previews displayed inside the nodes in Node Editor Window, like they have in the video. This seems a bug?  
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