First import your mesh and choose
Per Pixel Paint mode Meshes with pure quads are less likely to crack/separate at edges but they might still if it has sharp edges or corners Depending if you have optimal UVs or not you may have to generate them using auto mapping. I choose 8k texture resolution and down sample later if needed in other 3D applications The higher your initial tessellation settings the slower 3DCoat will perform and is best to close any other programs and don’t switch between them or 3DCoat may crash Once the model loads you can choose a background and reduce the blurriness with the blur icon (raindrop icon top right above your viewport) click and drag the blur tool to the right or left to focus or blur the image for IBL (image based lighting) I might create another tutorial to show everything in more detail or things I may have missed that can help your project It’s almost loaded. I’m using a computer with an Intel i7 4Ghz, 16 GB of ram and my Virtual memory set to 22 GB just in case my project need more memory Now that your model is loaded you will want to make sure displacement is turned on On the top toolbar choose “View” then add a check mark in the box, click the checkbox “show displaced mesh” To make our painting more visible we need to create/generate an Occlusion layer Click on calculate Occlusion (This may take some time due to the displacement resolution you set when you first imported your model) If you already created a new layer (bottom right of view-port, new layer icon) you can choose to set the lighting render target to that layer otherwise leave it set to “into new layer” You can skip ahead in the video to position 1:45 on the video timeline as this will take some time to process.. Once the new Occlusion layer is created I change the blend mode of the Occlusion layer to “modulate2X” . Also create a new layer to paint into rather than paint on the Occlusion layer as I accidentally did in this video Again this will take a moment after choosing Modulation2X. After this well briefly examine my “Real Displacement Texture” settings. If you want to create different sized rocks or pebbles etc for your project(s) then you will have to import the same texture and give it a unique name or rename with the new size information When clicking on a texture, the higher resolution it is takes more time to load. I have added my textures from a SSD hard drive for project speed. All my textures here are 8K as you see. 8K textures bring out the detail in your painting but you can as I said before -down sample later for the final application you will be working with I keep my depth set to 100% but change that if needed with the quick paint brush settings 3DCoat is pretty amazing, there are methods to combine textures as a setting and add a group of the same textures to show mainly on the edges, top or sides of a model etc -so many controlled techniques for creativity I couldn’t see the edge of this “Preview Options” control bar to move it out of the way so you can see what I’m doing – just one moment please.. Make sure the depth channel is enabled and you set your depth level to something you deem ideal. You can enable or disable any of these channels to selectively paint or erase the channels but just remember what layer your on if you have specific layers to paint each different texture On this “Preview Colors” control bar you can select the painting mode “cube mapping” (normal) or if you want tiling mode and want to shift the position of the texture over the surface (press tiling button and make sure you have “From Camera” selected then use the transform tool that looks like a cross/grab cursor by the magnifying glass -drag left right up or down There is pin on the smart material preview window you can drag over your model to view the texture on your model before you paint it but I don’t use it with displacement because it slows everything down Paint strokes can be slower the higher displacement you have on your model You can paint as many different textures you have in your library, mix them up with others such as car paint, dirt etc Once you have created a library of your textures for example “Real Displacement Textures” then you can save the entire set and settings for backup and restore within 3DCoat. To do this, first either select or create your texture library there is a + sign on the smart menu tab to create and name a new library of textures. Once selected go to “File” and then “Create Extension” then choose what you want to export You don’t need to paint the model, you can choose to “Fill Whole Layer” right click on a texture to then select “Fill Whole Layer” I’ve just selected another texture to paint with, I have to wait a moment until it loads.. You can duplicate your Occlusion layer for a stronger look but I’m not going to do that in this video This video was intended to give you an idea how to paint displacement in 3DCoat with a few extra tips. There are more fine tune settings under “View” (top menu) and under “Adjust Tessellation” Lastly an important note for exporting your textures: make sure you have displacement set under your height map texture Enjoy! – if you want to be kept in the know -subscribe, thank you for watching!