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Import. Import diffuse, specular, normal, displacement maps in
.tga, .bmp, .png, .jpg or .dds format, and layers color in .psd
format.
Export. Export diffuse and specular map in.tga, .bmp, .png, .jpg or
.dds format, normal map (tangent space for low-poly mesh)
in .tga format, displacement maps in .tif format, and layers
color in .psd format.
Note: When you choose Import/Export displacement a context window will appear.
In the drop-down list there are four items for map type:
Use Original UV. This option is important for models with overlapped
UV clusters, for example with mirrored UV’s. In this
case you should load the model with “Keep clusters” option
on UV-coordinates will be changed in such a way that texture
clusters will not overlap each other Models and textures
will be exported with the original UV-set if the option “Use
Original UV” is checked, otherwise they will be exported with
the new UV-set.
Save Specularity as Alpha in Normal Map. Save specular channel
to normal map as alpha-channel.
Save Displacement Map to Alpha. Save displacement to the
alpha channel of the normal map.
Adjustments. There are many layer adjustments commands,
such as: color to specular, invert color, invert specularity, set
height to zero, make transparent, remove specularity, smooth
current layer, sharpen current layer, hue/saturation/lightness,
CMKY, transform color space, brightness/contrast, RGB. All of
them can be viewed real-time preview and can be applied
not only to the current layer but also to all the layers.
Import UV. Import an object
that contains a UV-set. The new
UV-set will replace old one.
Export UV. Export object without textures. This command could be used in pair with Import UV. You can export UV-set, adjust it and then import again.
Export SL Sculpt Map. Export “Second Life” sculp map.
Texture UV Editor. With builtin 2D texture editor, you can draw in 2D&3D windows simultaneously. You can paint in 3D then the results will be shown in 2D window simultaneously and vice versa. You can select one UV-set in drop-list left-top of the 2D Texture editor window to paint in it.
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Offset tool. You should load only square images with this tool. It comes in handy to create tiled textures with bump and specular. Once a square object is loaded, you will be offered the “Offset tool” window where offset values can be specified. U offset, V offset – texture shifting horizontally and vertically in accordance. Reverse shift – when activated, the option does revert shifting.
UV Manager. If there are several objects in the scene, separate object can have a separate UV. Use this command to manage them. You can group several materials (surfaces) into single UV-set.

Texture Baking Tool. This allows you to bake details to a normal or displacement map. This can be used even when surface topology doesn’t match perfectly between your reference
and low poly meshes. This tool is quite detailed and has it’s own section below. please reference that section for further information.
Calc Occlusion. This tool allows calculating the global illumination from many spot lights that are distributed over the half-sphere. The grey scale results will be written to the current layer. So it is better to create a new layer and set color operation “Modulate” or “Modulate2X”. Occlusion calculation tool is especially optimized for high polygons (several millions), it is fast but you know that it’s still need some time in such high polygons:

- Light sources (distribution of lights).
- 1) over hemisphere
- 2) over sphere
- 3) over hemisphere + sphere
- Lighting render target. You must choose a layer to which the
occlusion calculation is placed. You can choose to add new layer automatically or overwrite the current layer. In the first case you do not forget to delete a new layer for light calculation. Also a new color option “To time” is installed for a new layer. In the case of rendering the former layer all its color information will be deleted.
- Lights count. The more lights, the longer the calculation. The more light sources are there the better the quality of lighting but the longer its calculation. The maximum value is 256, the minimum value – 16.
- Post-smoothing steps. Amount of post smoothing steps after occlusion calculation.
