3dcoat Manual
3dcoat Manual
to unhide all.
makes the hidden area wider or
three sliders
There are ve masking modes in total:
Freeze all: Mask with a touch of the
Brush or mouse-click (default mode).
Convexity: Mask the convex parts of the
surface.
Concavity: Mask the concave parts of the surface.
Not key color: Mask all, except the color currently
selected.
Key color: Mask the color currently selected.
There are three sliders on the top bar for the freeze tool:
Contrast: This parameter increases the freezing contrast.
Smoothing degree: Sets the smoothing level of the freeze
area.
Freeze degree: Controls the level of the opacity of
freezing. Masking can be saved to a le and loaded. In this
way you can create a set of handy masking outlines for
your model. If you saved at least one le, subsequently,
you will have a drop-down list offering a selection of les.
Of course you can also access many more options for the
Freeze tool in the main menu of the top tool bar.
Freeze the surface: Freeze all the surfaces with the
current condition. Invert freeze/selection. The frozen
surfaces will be unfrozen and the surfaces which were not
frozen will be frozen.
Toggle freeze view: There are six modes with which you
can view the frozen area.
Many of the other commands are self-explanatory as well,
and you are strongly encouraged to explore each one.
Fill Tool: If you are familiar with the ll tool in
Photoshop or other photo-editing programs, then you
should be quite familiar with this tool already. It lets you ll
in self-contained areas based on a number of parameters
you can specify. There are three main parameters by which
you can ll:
Layer: Fill the whole Layer.
Material: Fill the material of the
object.
Object: Fill the sub-object.
There are sub-options for this tool as
well, that you can use with each of the
three main lling methods:
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Use color tolerance: This lets you ll in your color or
material based on its closeness to another color. By
using the slider you can adjust this value. The higher the
tolerance, the larger area and/or more existing colors it will
ll.
Fill with freeze: Instead of a color
ll-in, the surface will be lled by
freezing. The Freeze degree slider
is responsible for maximal freeze
values.
Lines mode: Lets you ll-in by setting two points. The
vector between them is considered the
main direction when using distortions. If
you have chosen the Fill with gradient,
the surface will be lled with color
gradient from the main color to
secondary one. Otherwise, the main
color is used for lling-in. If the pen
radius differs in the starting and nal point of the line, then
the modulation scale will smoothly change from the start to
the nal point. You can use gradient lling in the ll tool in a
much more intuitive way.
Modulation type: In case the
Use with other tools option is
selected, the modulation acts
not only in the Fill mode, but
with the standard modes.
Brushes tool: There are are
number of basic and user-adjustable types of modulation
available:
No modulation: Filling will be done without additional
modulation.
Noise: Random noise.
Gaussian noise:
Gaussian noise applied:
Wavy surface: Wavy surface y=sin(x).
Random modulation with
Stripes: Stripes that are perpendicular to the main axis.
Saw: Saw-tooth shape.
Hexagon: A correct hexagonal grid will be used as the
volume texture when modulating.
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Random spheres: Space lled with random spheres will be
used as the volume texture when modulating.
Pores: Generation of pore-like surface. Spots: Generation
of pimpled surface.
Fractal N1:
Fractal N2:
Fractal N3:
Fractal N4 (cracks):
Fractal wood N1: A set of distorted planes perpendicular
to the view direction.
Fractal wood N2: A set of distorted cylinders. To set the
cylinder axe, go into the lines mode.
Fractal tree N3: Wood with knot imitation.
Custom: Rough skin:
Add custom: This lets you create your own custom
modulation type. Depending on the modulation chosen in
the Modulation type menu you will have the ability to
adjust a number of parameters for each one. They are as
follows:
Peak position: The position of maximum.
Scale: Scale of modulation.
Anisotropy: The degree of stretching or compression of
details along the direction selected. If no direction is set,
then it is a vertical axis. Switch into the lines mode to
specify the direction.
Width of jag:
Pores size:
Spots size:
Cracks width:
Edge contrast: This parameter determines the
smoothness of the edges in cube mapping.
Bump texture: The bump texture to be used in cube-
mapping.
Color texture: The color texture to be used in cube-
mapping.
Name: The name of a custom pattern.
Color texture: The color texture to be used in cube-
mapping.
Name: The name of a custom pattern.
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Delete pattern:
Modulate depth: Select this point if you want to modulate
the depth when lling. The parameters are as follows:
Depth modulator: Modulation value.
Extrusion: The addition extrusion. -1 means that the
surface will only be indented, 1 only extruded.
Modulate color: Select the corresponding color operation
and paint with it. Vary the opacity to make the effect
stronger or weaker. These parameters are listed as follows:
Color preference: This slider determines the preference of
color use between color for convexity and concavity.
Convexity opacity: Convexity opacity modulator.
Convexity color: This color corresponds to convexity.
Concavity opacity: Concavity opacity modulator.
Concavity color: This color corresponds to concavity.
Modulate specular: Select this option if you want to
modulate specular channel. These parameters are as
follows:
Convexity specular: Convexity specular modulator.
Concavity specular: Concavity specular modulator.
To apply the new ll pattern you should specify a texture
for the Bump channel and a texture for the Color channel
(optional). They will be mapped on an object using cube
mapping with soft edges. The screenshot to the right
shows the difference between usual cube mapping and
mapping with soft edges. In this way, you can texture
objects seamlessly, with ease. It is easy to create materials
like skin or pores with this method.
Save/Load ll parameters: Using the menu Store/Restore
you can store parameters of the Fill to le,
located in InstallDir\User- Data\StoreData
\Fillers\ folder by default.
Here are a few things that are worth noting
about the Fill tool. You are not only able to
use the Fill tool separately, but also in combination with
other methods. For example, we can use the Fill tool in
combination with a Material. In the picture at right, we have
lled in a certain area with a Material, using the cubic
mapping method. On the edges we created freeze areas,
while the inside area was lled in. Pay attention when lines
modes and Fill tools are used in combination, you can ll
closed spaces with a color gradient.
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Another thing to note is that if your ll area is very large,
you may get a warning prompt from 3D-Coat letting you
know that it may take a while to ll. If that does happen,
please be patient! The application hasnt frozen - just
calculating.
Eye dropper: Pick the Color and Specularity from the
surface of an object. Use the hot key LMB-V to pick the
primary color and RMB-V to pick the secondary color
outside this tool. Use H to pick the top Layer. Use G to
pick the depth of the Brush.
Make planar: This tool attens the geometry on the
object. Use the LMB to make the surface inside the Brush
cursor at. The Brush shape is stored. By choosing the
Smoothing command, the advanced Plane tool menu
with a set of options opens:
Normal source: This option determines if the normal and
point of the plane should be taken from the rst click
position or from the current point.
Plane extrusion: Lets you make additional extrusions
while making the plane. It works like a clay brush.
Make planar: Makes the surface planar.
Cut o: Cuts off parts above the plane.
Fill mode: Fills holes below the plane.
Topological symmetry tool: Topological symmetry lets you
copy surface pieces if they have a symmetrical face
structure - even if they are not symmetrical geometrically.
Select the red face with a Left click and then select the
blue face. It is better if they are adjacent. Either way, the
contents should be symmetrical to each other. This lets you
dene the topological symmetry. The settings for this tool
are as follows:
Work mode: Lets you choose between two modes: setup
symmetry by picking two symmetrical faces or copy from
one side to another using the Brush.
Copy red to blue: Copy the red part of mesh to the blue
one. You should dene them before using this tool.
Copy blue to red: Copy the blue part of mesh to the red
part. You should dene them before using this tool.
Flip Layer: Flip Layer using topological symmetry.
Copy freeze mask: This is pretty self-explanatory. It lets
you copy a freeze mask from one side to another using the
topological symmetry tool.
Save: Store symmetry state to .SYMM le.
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Load: Restore symmetry state from .SYMM le.
Measuring tool: This tool lets you measure distance
between two user specied locations. Here are the
parameters:
Original mesh units: You can dene the units of
measurement and measure line length.
Units to display: You should choose the units to display.
There are parameters in these combo boxes: Meters (m),
Millimeters (mm), Centimeters (cm), Kilometers (km), Feet
(ft), Inches (in), Yards (yr) and Miles (mi).
Scale: The scale can be used to transform units. Usually
you dont need to enter this value manually.
Length: The length of the red line.
1.8 The Layers Panel
The Layers Panel changes depending
on which Room you are working in. In
the Paint Room, Layers are used
much like you would in Photoshop or
other painting applications, where
aspects of each Layer can be controlled independently,
such as blending modes and opacity - but with additional
control over how Depth painting affects the Layer in
question.
Right-clicking on a Layer name opens a menu of addition
commands. Icons at the bottom of the panel are, in order,
for the following functions: New Layer, Delete Layer, Merge
Layer downward, Move Layer
up, Move Layer down, (in the list).
Layer visibility: Simply toggle the Eye icon to hide or
show the Layer in question.
Hold down the Alt key to hide every layer except the layer
clicked on.
Layer Blending: Go to the Blending tab. Duplicate:
Duplicate the selected Layer.
Flip Layer and Duplicate and ip: Duplicate the Layer and
ip it, using topological symmetry.
Flip Layer: Flip the Layer using topological symmetry.
Copy Blue to Re: Copy the blue part of a mesh to the red
part. You can dene blue and red parts in the topological
symmetry tool.
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Copy Red to Blue: Copy the red part of a mesh to the blue
one. You can dene the
1.9 The Strips Panel
The Strips panel offers an
alternate selection of Brush
tips, which repeat over the
length of a stroke. Choosing a Strip shape overrides the
alpha shapes in the Brushes panel. Strips work best in the
Paint Room for creating detail with
normal map depth, in concert with per-pixel painting
modes, or, for actual displacement painting while using the
micro-vertex method.
In this illustration, the bandolier was created with a
standard Strip shape, totally within the Paint Room - using
the micro-vertex method of painting.
For similar functionality in the Voxel Room, use the
Curves tool with a repeating Spline shape selected from
the Splines panel. The Strips panel uses the same
methods of adding folders and individual strips as the
Brushes panel.
blue and red parts in the topological symmetry tool.
Copy Channels:
Merge Visible: Merges all visible Layers. Undo is
unavailable.
Merge Up. Merge this Layer and the upper Layer.
Undo is not available.
Freeze painted pixels: The freeze value will be set equal to
the Layers transparency.
Freeze Transparent Pixels: Freeze the transparent part of
the Layer. It is important if you want use the transparency
mask of the current Layer on another Layer. Use CTRL
+LMB on the Layer to perform the same action.
Apply Layer Mask: Apply a Layer mask to Layer. The Layer
mask is a reference to another Layer that masks this Layer.
Apply Blending:
Color to Specular: Transforms color brightness to the
specular channel.
Invert Color: Inverts the color of this Layer.
Invert Specularity: Inverts the specularity of this Layer:
Fill Unfrozen: Fills the unfrozen parts of the Layer with the
current color and specularity.
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Fill by Mask: Fills the Layer with the current color and
specular using its current transparency mask.
Clamp depth of the layer:
Set Height to Zero: Sets the height to Zero on all the
Layers.
Make Transparent: The Layer will become fully transparent.
Remove Specularity: The specular channel will be set to
Zero.
1.10 The Masks Panel
Masks are used as a way to specify
an area for sculpting or texture
painting with Brush depth and
transparency. Masks are essentially
stencils.
The mask, in conjunction with materials can be moved and
rotated independently using the new navigation controls.
Masks and materials, both, can also be rotated precisely 45
degrees by using SHIFT key.
If you choose to display mask/
material in at least one of the
channels (Depth and/or, Color
and/or Specular), a new panel
shows up on top.
Mask/Material Preview Panel:
With the Preview Options panel you can adjust the Masks &
Material preview parameters as follows:
Hide/Show/Auto:
Hide/show/auto-hide full- screen view of texture. You can
switch mode with the hot key H.
Unlock/Lock: Lets you scale
and texture automatically while
scaling and moving the model.
Flip X: Reect mask image,
mirror-like, across the
horizontal axis. Flip Y: Reect
mask image, mirror-like, across
the vertical axis.
Paint: This mode lets you paint, using your mask or
material.
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Distort Image: In this mode you can distort your mask or
material directly with your brush. You can do some very
unique texture work with this feature. It is great when you
have an image that doesnt match the mesh exactly. You
can then use this tool to shape the image to match the
mesh more precisely so that you can then paint with a
material or mask. As you can see in the image, the jaw line,
nose and silhouette of the head have been shaped with the
distort image feature.
Reset: Places the texture in its initial position.
Clear/Save/Load Distortion: With these options you can
clear, save and load your distortions.
Mapping Method: There are two methods you can use
here. From Camera and Cube Mapping. From Camera lets
you project the method through the viewport. If the Cube
Mapping application type is selected, the material preview
will be displayed on the pen only, as opposed to full screen
(when From camera is selected). On the right there is a
slider responsible for transparency when viewing the
Masks/material.
Opacity of preview: Percentile based opacity controls.
Adding a new mask or material is done exactly as you do
with Brushes and Strips.
1.11 The Blending Panel
This panel contains a more advanced set of
param- eters. Lets take a look:
Lock transparency: This lets you draw on a
Layer without changing its transparency.
Essentially, it lets you edit the current colors
on a Layer without adding more.
Depth modulator: Color opacity: Emboss
power: Contrast: Brightness: Specular
contrast: Specular brightness:
Linked Layer: This drop-down list enables
you to mask the current Layer with another
Layer. The transparency and depth of the
current Layer will be modulated by the
selected Layer transparency.
Inverse linkage. An inverse Layer opacity will
be used as a mask.
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1.12 The Sub-objects/Materials Panel
This tab displays all imported
meshes into a Layer system.
Essentially, each Layer is an
object, and can be toggled on/off
for a number of things, like its visibility or locked/unlocked
1.13 More on Ptex Painting
Ptex is one of the more
amazing technologies, allowing
you to paint extremely high
resolution textures on a per
polygon basis, as well as
completely bypassing all UV
work - as it does not require
any manual input for the creation of the UV maps. Ptex, in
its current implementation, only supports quad polygons,
no triangles or N-gons.
Its important to note that when using Ptex in 3D-Coat, you
can increase the resolution of individual polygons if you
require more texture details in the local area of that
polygon. By increasing the resolution of a polygon, or
group of polygons, it is effectively increasing the size of
that polygon on the auto generated Ptex UV map.
For example, you could paint very small details inside of
areas on a mesh which calls for an extreme close up shot
or just requires more detail in one particular area - yet, you
dont want to create a lot of very high resolution texture
maps. Ptex works quite well for this purpose.
What is even more remarkable is that the .ptex format can
store hundreds of thousands of
textures directly with in
one .ptex le. At this time, only
external application that
supports the .ptex format will be able to import/export
the .ptex le for use. To ll in this gap in .ptex support, we
have provided for the export of an ordinary texture map,
based on Ptex technology, in the .TGA, .BMP, and .PNG
formats.
Upon importing a mesh for Ptex painting, you will be
prompted to select a number of options:
Millions of polygons: This is the mesh resolution as sub-
divided after the Smooth object operation is performed.
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basis, as well as completely bypassing all UV work - as it does not require
This should be higher than
the number of pixels of
your texture map.
Carcass resolution: This is
the mid-poly resolution, it only effects the viewport
performance and display of the
mesh in the viewport.
Ptex Texture Size for Export: You
can select a texture resolution
between 512x512 and 8192x8192.
You can also change this at any
time you need to scale up or down
your texture resolution.
Weld vertices: This will weld any
vertices which share the same position. Swap Y and Z. This
will swap the Y and Z axes. This allows for an easier time
when bring meshes from applications such as Rhino or
3DSMax. Ignore smoothing groups. Ticking this will ignore
any smoothing groups which you have on your mesh.
Invert normals: This will ip the normals of each polygon.
Auto smoothing groups: Will automatically scan the mesh
for sharp angles between polygons, and apply smoothing
groups to them automatically, maintaining any sharp edges
that are present. Each of the following Ptex functions
requires a selection. To make a selection, simply activate
the Ptex Local Resolution tool and paint over the
polygons in the viewport.
Local Resolution parameters:
Clear: Clear any selection.
Invert selection: Inverts your selection.
Expand: Expands your selection by one
contiguous polygon. Contract:
Contracts your selection by one
contiguous polygon.
Select level: Manually key a local
polygonal subdivision level.
Increase resolution: Increases the local resolution of the
currently selected polygons. This effectively increases the
polygon size on the auto generated Ptex UV maps.
Decrease resolution: Decrease the local resolution of the
currently selected polygons. This effectively decreases the
polygon size of the auto generated Ptex UV maps.
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To max level: Sets your current selection to the maximum
level allowed for Ptex. Effectively increasing selected
polygons nearly taking up their own UV map.
To min level: Sets your current selection to the minimum
level allowed for Ptex. Effectively shrinking selected
polygons, allowing more polygons per UV map.
Ptex Texture Size: You can pick the texture resolution for
each ptex generated texture. Selectable resolutions range
from as low as 512x512 to as high as 8192x8192. You can
change this at any time to suit your needs, as well as upon
importing the mesh for ptex painting.
Optimize: Organizes polygons on every auto generated
Ptex UV map to t more polygons, based on local
resolution (poly size per UV space).
NOTE: When using this, do keep in mind that if you have
been using a mesh with specic auto generated Ptex UV
maps, it will completely reorganize the polys on all UV
maps, rendering your previous auto generated UV maps
useless. However, you can always bake the details from
one mesh to another. Just be sure to save two meshes:
Your original and the baking target mesh.
For more information on Ptex, please visit the ofcial Ptex
website at http://ptex.us/
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CHAPTER 9
Rendering
Render internally using Ambient Occlu-
sion, Depth of Field, ray traced shadows
and multiple light sources - in real time -
with up to 32 bits of information. Ren-
der turntables and fly-throughs at real
time speeds.
SECTION 1 - RENDERING
Rendering Parameters
When creating a portfolio of your work, it is often
advantageous to include both Turntable and Flyby
animations of your 3D sculptures and scenes.
Also, all through the creation process, it is helpful to get a
reasonable approximation of your rendered models and
scenes - without the added difculty of exporting to 3rd
party rendering applications.
3D-Coats internal Render Room provides all of these
convenient and fast methods for viewing, evaluating and
exporting realistic views of your models and scenes.
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THE RENDER PANEL
1. Parameters Panel Explained
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1.1 Parameters Panel Explained
You have 2 choices for rendering your
scene within 3D-Coat - Render using
the entire screen - or use a custom
size of your own.
Realtime, full Rendering is possible
and very practical within 3D-Coat, due
to its very fast internal renderer. This
makes it practical to update the
rendered view as you move your
Camera in relation to your model or
scene - letting you see, interactively,
the effect of multiple, colored light
sources, ambient occlusion, soft
shadows and depth of eld. You can
also combine all of these with an
overlay of your Retopo Mesh, for
effect or reference purposes.
Lightness: Adjust the ambient light
intensity for your rendered scene .
AO percentage: Control the intensity of the overall effect
of Ambient Occlusion within your 3DC scene with this
slider.
DOF degree: Control the intensity of the Depth of Field
effect with this slider.
DOF plane position: Adjust the position of the imaginary
plane where Depth of Field goes into effect with relation to
the current Camera view. See the result of this adjustment
as you move your Camera in the scene, using the common
Mouse gestures.
Add your additional light sources with the Add light
button and control these lights with the following settings:
Rotation angle: Control your render cameras rotation
within the 3D Viewport with this slider.
Light height: Control the vertical position
of your Viewport Camera with this slider.
Light scattering: Control the degree of
shadow softness with this slider.
Color: Set the color of your light source.
Intensity: Set the brightness of your light source.
Add light: Add additional light sources to your scene - all
controllable as outlined above.
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Show DOF plane: Toggle the visibility of the depth of
eld plane within the Viewport - gives you a visual
representation of where the depth of eld effect begins.
Store alpha channel: Makes sure your rendered images
contain an alpha channel.
Antialiasing: Softens the edges and removes the jaggies
from rendered images.
No shadows: Renders your object without shadowing.
32-bit rendering: Saves out 32-bits of image depth in your
renderings.
Hide visual guides: Hides the Symmetry Plane, Grid and
View Axis in the 3D-Viewport.
Show retopo mesh: Overlays a polygonal representation
of your mesh topology.
Render frames sequence: Check this option for rendering
out Turntable and Fly-by animations. Fly-by positions
are determined based on your selections under the
Camera drop-down menu: Add camera shortcut . . .
for each Camera position in the Fly-by.
Render result: Choose the location of the saved rendering.
Show image sequence folder: Display the folder for saved
animations in the box above.
Save lossless images: Save images without any form of
compression.
Dont overwrite les: Forbid the overwriting of already
saved renders.
Closed spline: Makes sure your animations start and end
at the same point in the sequence.
Move around shortcuts: Adds spline-based interpolation
between the saved Camera shortcuts - giving an overall
smooth trajectory.
Rays per frame: Adjust the number of ray traced rays
that are rendered per frame of animation. Higher numbers
take longer, per frame, to render.
Frames to render: Sets the total number of frames that will
be rendered to complete a circuit of Camera rendering
positions.
Counter-clockwise: Reverse the direction of the default
Camera rendering positions.
Render sub-sequence: Check this option to render only a
portion of an animated Camera sequence or circuit.
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CHAPTER 10
Import/Export
Use 3D-Coats comprehensive set of tools
to seamlessly sync your models with all
of your external 3D applications. Import
raw mesh data or models with UVs in-
tact. External models can be imported as
reference meshes or for creating all new
topology - ready for texturing.
SECTION 1 - IMPORT/EXPORT
All Import Functions
Importing in 3D-Coat is a broad topic - and encompasses
specic assets which can be imported - and which can
only be understood in the context of which Room you are
importing them into. Some asset imports only make sense
when you take into consideration the Room in which they
primarily function.
Well show you which menu you should use for which type
of asset import - and which Room you should be in when
you import these specic assets.
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IMPORTING INTO DIFFERENT ROOMS
1. Importing Into the Voxel Room
2. Importing Into the Retopo Room
3. Importing Into the UV Room
4. Importing Into the Paint Room
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1.1 Importing Into the Voxel Room
The bottom line is that when
you import an external model
into the Voxel Room - you are
essentially changing its nature
- into a 3D-Coat volume-based
Sculpture - unique to the
3DC environment.
Most imported 3D objects are
polygon-based, and because of this need to be translated
into a Voxel volume of a given Resolution. This kind of
resolution is directly dependent on the scale that you
specify for this object upon import.
External objects
enter the Voxel
Room either by way
of the Opening
Dialogs, the File/
Import menu or by
Merging
operations.
In all 3 cases, your
object is introduced
into the Voxel Room surrounded by the Transform Widget/
Gizmo. You can provide your imported model with the
resolution it needs by visually scaling it up in the Viewport -
or by numerical entry. Once the proper Scale/Resolution is
obtained - press Enter to make it valid and permanent.
When you Import for voxelizing or when you Merge an
external object - there is the
interesting and useful function
called On pen - which allows you
to interactively place instances of
your imported mesh with any scale,
orientation and penetration depth (if
another object already exists in a
Voxel Layer) - all on-the-y - and
by means of the Mouse.
Dragging with the Right button down - from right to left -
resizes the Merged object, while dragging with Right
mouse button down - up or down - changes the
penetration depth of the Merged object into whatever
object may already be present on a Voxel Layer.
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If you have an object
which exists in the
Models Panel and you
wish to add this to a
Voxel Layer - you can do
this by simply clicking on
its icon in the Panel -
and you will presented
with standard Import/Merge dialog - which will allow you
to deal with it as you would any external model.
Importing for Surface Mode:
You can also
import directly
into Surface
Mode through the
Opening Dialog.
Surface Mode is
a subset of the
Voxel Room - but works entirely on surfaces (without
volume). Surface Mode provides an adjustable triangular
mesh skin representation of your imported model, which
behaves similarly to voxels.
Once your imported model is in the Surface Mode
workspace, you can also use LiveClay - our implementation
of Dynamic Subdivision - (localized subdivision). Using
this method for sculpting adds resolution only where
needed (locally) - conserving software and hardware
resources.
1.2 Importing into the Retopo Room
If you have a
saved voxel or
surface
sculpture that
you wish to
make practical
by giving it an economical polygonal representation and
surface texture - or, if you simply want to modify an
existing external models topology (or start from scratch
with new topology) - you will want to import your model
into the Retopo Room.
Importing as a Reference Mesh: Good for most
applications where you wish to modify topology on an
existing mesh - and then move to the Paint Room for
texturing operations, and eventually export your nished
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product. This method is also good for imported meshes
that you wish to reference existing UVs and textures, since
they are imported, as well. Practical for Imported Meshes
with 2 - up to 4 millions polygons.
Importing for Retopology Only:
If you simply want to import a mesh for the purpose of
modifying its existing low poly topology (or starting from
scratch) - use this method of importing. No reference will
be made to its UVs or textures in this case. This method
was specically designed to work with low poly assets.
Importing a Huge Mesh:
When you need to import a very high poly mesh - upon
which you also wish to add or modify hi-res sculptural
detail by means of the Voxel Room - use this importing
method.
Its UVs and textures will be imported also for reference
and possible Baking. The newly formed voxel
representation of your imported mesh will be aligned to the
Retopo mesh that now exists in the Retopo Room where
topology can be added automatically (AUTOPO) or
manually using the Retopo tool set.
Importing for Automatic Topology (AUTOPO):
When you wish to import an external mesh for the
purposes of allowing 3D-Coat to interpret its overall shape
and edge structure, by means of AUTOPO - with the added
benet of closing any unwanted holes - use this importing
method.
All meshes imported using this method will be re-made as
voxel objects, as a preliminary step.
1.3 Importing Into the UV Room
At the time you will be wanting to
use the tool set that exists in the
UV Room, your model will already
have been given some form of
topology and a tentative UV Map
arrangement - based on the
Unwrapping you performed in
the Retopo Room.
In this context, the Texture Menu appears in the Main
Menu Panel with a list of Import functions.
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As you can see, all of these Import functions deal with
importing individual textures or Texture Layers.
After creating a UV Map, the next logical step is to create
layers of Texture which can then be exported along with
your newly topologized model. And, if textures have
already been created for this model - the Texture Menu
becomes available to import them.
In the Opening Dialog, there also exists an option entitled:
UV Map Model, which, if selected opens the Import for
Per-Pixel Painting dialog - allowing you to import a model
with existing UVs that can be modied in the UV Room.
1.4 Importing Into the Paint Room
The primary
way to import
assets into the
Paint Room is
through the
Opening
Dialog and its
sub-options.
In order to Paint some textures, 1 of 2 conditions must be
met:
1. A model with topology and UVs created in 3DC has been
successfully Merged into the Paint Room (which cant
happen without the existence of a UV Map).
2. A model created externally, which has been UV Mapped,
is imported into 3D-Coat for texturing using one of the
Painting Methods (which automatically places any
existing UV Maps and Textures into the UV Room and
the Paint Room).
In this context, the Texture Menu becomes available, also,
in the Main Menu Panel. As described in the Importing
Into the UV Room section - the options available in this
menu allow you to import existing texture assets into the
Paint Room for further modication.
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SECTION 2 - IMPORT/EXPORT
All Export Functions
Exporting in 3D-Coat is a broad topic - and encompasses
all assets in the context of which Room you are exporting
from. Some asset exports make sense when you take into
consideration the Room in which they primarily function.
Well show you which menu you should use for which type
of export - and which Room you should be in when you
make these exports.
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EXPORTING FROM DIFFERENT ROOMS
1. Exporting from the Voxel Room
2. Exporting from the Retopo Room
3. Exporting from the UV Room
4. Exporting from the Paint Room
5. Exporting from the Tweak Room
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1.1 Exporting from the Voxel Room
From the File/Export menu
there are the following options for
exporting your Voxel sculpture:
Export scene: Exports all Voxel
Layers as a triangular mesh in the
following available formats - .obj,
.lwo, .fbx, .stl, and .ply.
Export object: Exports the current Voxel Layer as a
triangular mesh in the following available formats
- .obj, .lwo, .fbx, .stl, and .ply.
Export dense quads: Exports a dense, quadragulated
mesh that may not always be manifold in nature.
ExportProjectedQuads: Exports an optimized
quadrangular mesh by means of projection.
Export pattern for merge: If you wish to keep your Voxel
model in the Models Panel - for future and repeated use -
this option saves it there with an iconic representation of
the object.
Export curve prole: Exports the current Voxel Layer as a
curve prole.
Export raw voxel object: Exports raw voxel data in the
form of a table - which describes the object in 3
dimensions - indicating its volume.
1.2 Exporting from the Retopo Room
Export: Exports the Retopo
mesh as an editable patch of
polygons in one of the
following formats - .obj, .lwo,
.fbx, .stl, and .ply.
Export selected: Exports only the selected faces as an
editable patch in one of the following
formats- .obj, .lwo, .fbx, .stl, and .ply.
Export separate groups: Exports each Retopo Group as a
separate object in one of the following formats
- .obj, .lwo, .fbx, .stl, and .ply. Each object retains the
name of its corresponding Retopo Group.
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1.3 Exporting from the UV Room
Since the UV Room may
contain a number of
different sets of UV Maps,
rst select the desired UV
Map before proceeding
with your export.
Just like exporting textures from the
Paint Room - exporting from the UV
Room involves exporting individual
textures, in the form of UV Maps,
which correspond to Diuse,
Specular, Normal, Displacement and
Emmisive texture data.
Use the Export options found in the Textures menu as
displayed below:
The only remaining Export function is found in the File
menu, which is the same option available in the Paint
Room - Export, which exports a polygonal version of
your model in one of the following formats
- .obj, .lwo, .fbx, .stl, and .ply.
No UV Map would exist in the UV Room without rst having
topology created in the Retopo Room - having seams
marked and having been Unwrapped and then Merged
into the Paint Room.
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1.4 Exporting from the Paint Room
There are only 2 categories of export which can be
performed while working in the Paint Room:
1.Export of the polygonal model as
dened in the Retopo Room.
2.Export of all of the Painted
Textures which have been created in
the Paint
Room.
All Texture Painting Data is
contained within the various
Layers which have been created in
the Paint Room.
This data exists in the
form of the 5 basic UV
Maps that are created at
the same time you Paint
that information onto
your sculpture.
As is the case when
exporting data from the
UV Room - it must be put
into a format that other applications understand. This
format is that of a UV Map. Separate maps are saved for
each of the 5 categories of texture that you have created
by painting onto your model: Diuse Color, Specular
Color, Emissive Intensity, Normal (bump) information and
Displacement
information.
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1.5 Exporting from the Tweak Room
Since the Tweak Room is only
responsible for containing and
manipulating polygonal mesh data,
in that context it is only
appropriate to export that data as mesh data in one of the
following formats
- .obj, .lwo, .fbx, .stl,
and .ply.
When any Retopo Group is
Merged into the Paint
Room, it also makes its
appearance into the
Objects Panel - which is
the main Panel associated
with the Tweak Room.
When you use the File/
Export model option, all of the Objects which are present
in the Objects Panel are exported, whether they are
currently visible, or not.
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CHAPTER 11
Keyboard
Shortcuts
Nearly everything can be assigned to a
single keystroke or combination. Speed
up your workflow and customize these
for your specific needs.
SECTION 1 - KEYBOARD SHORTCUTS
Keystroke Assignment
Nearly any tool or function can be assigned a single or
multiple keyboard shortcut by selecting the tool or function
and pressing the END key.
3D-Coat comes pre-packaged, however, with a series of
default shortcuts which are outlined on the following
pages.
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WORKFLOW
1. Procedure
2. Keyboard Diagram
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CHAPTER 12
Applinks
Free 3rd Party plug-ins give you streamlined
access to your favorite external Applications.
Tailor made for speed and ease of use, add
these to your already powerful arsenal of
tools.
SECTION 1 - APPLINKS
External Connections
3D-Coat was developed, and is continuing to be developed
as an integral part of the overall 3D asset creation pipeline.
Without external applications and 3D-Coats connection to
them - the pipeline would be incomplete.
As part of our communities efforts to make 3D-Coat more
and more useful, they have worked very hard to provide
more intuitive connections to external 3D applications in
the form of Applinks.
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AVAILABLE APPLINKS
1. Maya
2. 3DS Max
3. SoftImage
4. Cinema 4D
5. Modo
6. Lightwave
7. Blender
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Applinks
The development of live links between 3D-Coat and other
commercial 3D applications is an ongoing project. So,
consider some of these Links as beta versions. As of this
printing, the list of available Applinks is as follows:
Maya, 3DSMax, Lightwave, Modo, Houdini, SoftImage,
C4D, Messiah Studio, Cheetah3D, Unity3D, Blender,
Zbrush, Modo.
After installing you should run your App, then run 3D-Coat.
There should appear the new menu in 3D-Coat - File->
Open in -> Your app name.
You may use this item to bring 3D-Coat's models from any
room (Paint, Retopo, Voxels) to your app with color, normal,
displacement and specular. But you should choose what
you need - displacement or normalmap, not both at once.
Also you may bring your models from your app to 3D-Coat
using plugin. In this case you will get new item in menu -
File -> Open in original app. In this way you may bring
model back to your app.
Find your Applink at : http://3d-coat.com/applinks
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CHAPTER 13
Whats New
Version 4 is a landmark release of 3D-
Coat - opening up depths of function not
yet seen. Now users of all platforms and
hardware configurations can find the
right tools for their particular needs and
experience technology that is yet to ap-
pear in competitive products.
SECTION 1 - WHATS NEW
Version 4
3D-Coat Version 4 represents a substantial upgrade to the
application and in many cases a total re-write of existing
functions, as well as the introduction of a number of
innovative new features. The interface has changed and
new customization features allow for a very subjective user
experience.
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WHATS NEW IN VERSION 4?
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1.1 Whats New in Version 4?
3D-Coat V4 Features List
http://3d-coat.com/3d-coat-4/
- Live Clay released!
- Interface revised! New Iconic Look. New Start Dialog
- Speed increased everywhere 3 to 10 x. This is mostly related to Win
version, Mac and Linux versions got speedup too, but Win version
speedup is especially impressive!
- Painting emissive and colored specular introduced.
- Painting over voxels/vertex painting introduced.
- New tools and options!
- New Spline drawing mode. Multiple strokes per pass, closed strokes allowed.
Different radius per control point if needed (optional). Better spline preview. Pro-
gress shown. Good description in hints. Spline shapes tuned to be very nice and
predictable. It allows modeling of very clean and accurate strokes with spline and
pressure graph in ANY tool where it makes sense -
- Major update of texture baking functions
- High-speed boolean operations in surface mode, hardsurface modeling
with sharp edges.
- Special tools for Product/Prototype modeling
- Scripting via "C++ like" - Angelscript
- Possibility to retopo big meshes 10-50M and more
----------------------------------------------------------
Paint Room changes:
- Colored specular and emissive channels introduced in ppp/mv/ptex/voxels.
Use new layer blending modes to assign colored specular/emissive to some layers.
- Specular contrast to Specular modulator in Layer options for convenience.
- Magic Wand tool.
- Possibility to edit projection in external editor with higher resolution than view-
port - with multiplier. The picture size will correspond to viewport size, not to the
whole window size as it was before.
- Applying masks and materials via cube mapping is now available in both - Paint
and Voxels rooms.
- Two ways of calculating normals - as before or as in Maya for better compatibil-
ity.
- 3D-Coat has the most common TBN space used in most 3D-applications (Maya,
Blender) - Morten Mikkelsen's TBN space
- N-gons with complex shape will be correctly supported in Paint and Retopo
rooms.
- Material's tiling can be toggled On/Off
Voxel Room Changes:
- New spacebar menu with quick access slots (c)
- Vox Layer, Vox Extrude tools.
- New Fit tool to combine separate pieces that look similar but has different topol-
ogy. Important to handle scan data.
- Remove undercuts tool.
- Volume preserving mode in masks painting added.
- Smooth all may work over frozen area and will work much faster. It gives a
good and predictable way to smooth selected areas.
- Extrude/Flatten area in voxel surface mode done.
- Surface smooth polished a lot, now it has a lot of useful options and has become
a very powerful tool .
- New items in VoxTree menu: Show all, Show subtree (to make nodes visible)
- All applicable brush jitters will act on merge tool in "On pen" mode.
- Proxy (multi-resolution) may now work via decimate! It helps a lot with thin sur-
faces.
- New command in VoxTree - Split with... to split one volume with another one
into two parts. It works for both modes - surface and voxels.
- In Move/Pose/Transform tools you will be able to modify voxels and retopo
simultaneously (optionally) .
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- Pressing SHIFT while dragging transform tool allows to move only gizmo as if
"Move only gizmo" was chosen.
- Current selected point in Curves tool will be highlighted when you edit points.
Retopo & UV Room Changes:
- Models palette is now available in Retopo room to be merged directly in the re-
topo room. Retopo layers may be dragged to that palette.
- Retopo->Export groups for exporting group as separate file.
- Faces extrude tool in face selection mode .
- Automatic vertex/edge/face selection in Select tool. Double-click will select con-
nective area.
- Selection is additive now. Use CTRL+D or ESC or click outside the retopo mesh
to deselect.
- Add/Split Quads may work in free space too if you attaching polygons to exist-
ing geometry.
- General Retopo settings moved to Menu line to save space.
- Points&Faces tool got set of improvements:
1) possibility to assign another tool with CTRL, SHIFT, CTRL+SHIFT.
2) possibility to create quads only
3) possibility to work in free space
- UV improvement - you may select multiple UV islands, copy via CTRL+C, select
one island of similar topology and use CTRL+V to put them on each other.
- Retopo opacity may now be varied, other UV-sets are visible too (more transpar-
ent).
Other changes:
- Render quality (shadows, transparency, wireframe) improved!
- Essentially updated Presets system!
- Important change! "Ignore backfaces" works based on Z-Buffer, not on normals
direction. It makes possible to work correctly over multilayered structures correctly
(i.e. thin pants).
- Direct uploading to sketchfab.com
- Masks preview for cubemapping (while navigating)
- E-mode circle/lasso/rectangle/spline etc will work closer to PS style - SPACE+LMB
will move the whole shape.
- E-mode improvements: new modes for square and circle instead of SHIFT+Drag
because SHIFT conflicts with other modes.
- Recyangle & Circle modes will show dimensions in orthographic mode with real
world values, SPACE allows to enter numbers .
- Camera position will be stored in 3b file
- C++ like script language (angelscript) is introduced. It allows you to perform
batch actions, create macro commands and interactive tutorials. It has very basic
functionality now and will be extended upon request. C++ like scripting chosen
because of speed, possibility to include good scripts directly into 3D-Coat's engine.
- New UI global feature - if you are changing something, instead of dragging
mouse manually you may press SPACE and enter an exact numerical value. Space
now has a double action - usually choose tool, but in tools where you pressed a
mouse button and drag something, it allows entering precise values. It is applied
to gizmos, primitives and split ring tool in Retopo room.
- Collada (dae) import-export support.
- Arrows now can be used for navigation.
- To global space modified, To uniform space introduced.
- More graphic tablets/manufacturers supported now.
- Toggle fullscreen in View menu
- Transform improved, now pivot points will be transformed together with child ob-
jects, in so way posing of chunked objects becomes very easy. Obj files export/
import will store/restore pivot point.
- Invert tool action now has the option to assign a hotkey, this checkbox added to
Paint room also.
- All tools are more consistent when used with the E-panel, unusable E-modes are
hidden now for each tool.
- Important export option for real production - DXF export of UV islands contours
for further laser cutting in real scales. In this way you may retopo an object, map
it, export and cut it from leather, acrylic or plastic.
- Depth/opacity/radius may now be defined as a function (curve) of pen pressure.
- Brush Curve Editor
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