Launch Window

When you first launch 3DCoat you are presented with an opening dialog that displays some of the areas you would begin your initial work in. We’ll explain and clarify the purpose of each of these options within the bounds of this chapter.

Launch Window

Let’s look at the different import options in order of importance and common usage.

Voxel Sculpting

Sculpt with voxels. Start with primitives or import an external mesh file which will be Voxelized at a resolution that you can specify.

Surface Sculpting

Sculpt with polygons using the surface and Live-Clay tools, both with dynamic tessellation. Start with primitives or import and external mesh file.

Per-Pixel

Opens a mesh in the Paint Room for texturing operations using the Per-Pixel method. Ideal for low poly game assets, but any mesh resolution can be used. Use models with existing UV information or if no UV map exists 3DC will automatically unwrap it for you.

Retopo

Import your mesh directly into the Retopo Room for the retopologization, using all or part of your existing mesh or create a new mesh entirely. The Retopo Room also provides the tools for creating UV Seams and UV Maps for your Retopo meshes. Meshes created in the Retopo Room are considered “virtual” until baked into the Paint Room for texture painting.

UV Mapping

Import your mesh directly into the UV Room. You can edit existing UV Maps or create new UV Maps.

Vertex Paint

Import any mesh and paint vertices with color and glossiness/metalness. It’s important to note that the higher the resolution of the mesh (more vertices) the better the painting detail will be.

Prototyping

Use height-map images to construct a Voxel object, remove undercuts from an imported mesh, close holes in an imported mesh, merge your base mesh into the Voxel Room as a Bas-Relief sculpture or prepare your the mesh for laser cutting operations with this set of options.

PTEX

Ptex allows for texturing using an optimal distribution of texels, laying out each polygon disconnected in their own UV space. The more texel density per polygon, the more UV space the polygon will procure.

Repair Scanned Mesh

Import scan data to the Sculpt Room as a Voxel object for repairing scan errors and more.

Import Image as Mesh

Converts an image into a mesh into the Sculpt Room.

Microvertex Painting

Paint using the “Micro-Vertex” method. Made obsolete by Per Pixel painting mode. This method allows you to define a display mesh that is a subdivided version of your imported base mesh. Any depth painting is done at the polygonal level and is not image based. Upon export depth (normal, displacement) is baked between the difference of your viewport mesh and your originally imported mesh.

Open Recent Project

Opens the most recently opened project.

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