
Paint 3D is a Microsoft application that allows users to paint and edit images in 3D. The settings in Paint 3D can be customized to suit various painting and editing requirements. Users can adjust the file size, resolution, and texture settings, as well as utilize advanced features such as seam fixing and albedo adjustments. The application offers different methods for changing the image resolution, including the option to change dimensions by percentage or pixel. Additionally, Paint 3D provides a range of shaders and UV channels to enhance the painting experience.
| Characteristics | Values |
|---|---|
| Default settings | For most objects, the default 0, _MainTex setting is all that is needed |
| Painting normal maps | Choose 0, _BumpMap or similar, the exact texture name depends on the shader/material |
| URP/HDRP Lit shaders | Use the 0, _BaseMap texture slot for the albedo |
| Painting using a mouse or finger | Make a new GameObject and add the CwHitScreen and CwPaintDecal components |
| Multiple sub-meshes | Use the Paint in 3D / Solid shader |
| Painting the second material | Update your CwPaintableMeshTexture component settings to target the second material slot index (1) |
| Using the second UV channel | Change your paint brushes to use the Premultiplied blending mode |
| Alternative to Step 6 | Select your material that uses the Standard shader, and change the Secondary Maps > UV Set setting to UV1 |
| Auto seam fixing | Select your paintable GameObject, find the CwPaintableMesh component, expand Advanced settings, and change the UseMesh setting to AutoSeamFix |
| Changing resolution | Open the image in Paint 3D, switch to the Canvas tab, choose whether to change the dimension by percentage or pixel, and save the file |
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What You'll Learn

Changing file size and resolution
To change the file size and resolution in Paint 3D, follow these steps:
- Open the Paint 3D app using the Taskbar search.
- Open your desired image file in the Paint 3D app.
- Switch to the Canvas tab.
- Choose whether you want to change the image dimension by percentage or pixel. You can do this by selecting from the drop-down menu under the Resize and Skew menu.
- Modify the values by either dragging the squares from the corners of your image or by manually entering a specific width and height.
- Save your changes by pressing Ctrl+S or by selecting the Menu button and then Save.
Note that increasing the size of a low-resolution image may result in bad image quality or pixelation.
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Adjusting the _MainTex setting
The first texture could be assigned to the _MainTex slot, while the second could utilise the _BumpMap slot. It is important to note that the actual texture slot names may vary depending on your shader, so be sure to check the available options by clicking the dropdown menu.
Additionally, you must assign a unique paint group to each component. By default, all textures are grouped under "0: Albedo (RGB) Alpha)(A)". If your first texture is indeed Albedo, you can retain this default grouping. However, if your second texture is a normal map, you should modify its group to "10: Normal (RGBA)".
For most objects, the default _MainTex setting is sufficient. However, if you are working with multiple materials or engaging in advanced painting techniques, you may need to adjust this setting. For instance, when painting normal maps, you may need to select _BumpMap or a similar option, depending on your shader or material.
It is worth mentioning that the _MainTex slot serves as a fake slot intended solely for backward compatibility.
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Using the CwPaintableMeshTexture component
To make an object paintable, you must add and configure the CwPaintableMesh and CwPaintableMeshTexture components. However, this can be time-consuming and confusing if you have many objects or a complex configuration. To speed things up, Paint in 3D comes with a presets system.
Select the Window/CW/Paintable Objects menu option. This will open the Paintable Objects window. You can now select some GameObjects in the Scene or Hierarchy window. Any GameObject or child GameObject you select that has a MeshFilter + MeshRenderer or SkinnedMeshRenderer will appear as a list in this window. Next to each GameObject will be the Make Paintable button. If you click this, it will list all possible presets for this Renderer and Material's Shader type. You can then choose one.
If the presets that come with Paint in 3D aren't suitable for your project, then feel free to right-click in the Project window, and select the Create/CW/Paint in 3D/Preset option. This will add a new prefab to your project with the CwPreset, MeshFilter, MeshRenderer, and CwPaintableMesh components attached. You must then set the ShaderPaths to include your shader, add all the CwPaintableMeshTexture components you want for this preset, and configure their Slot settings. You can now use this preset from the Make Paintable button in the Paintable Objects window.
If you want to keep your original shader/material that uses the first UV channel, then you can use the Paint in 3D / Overlay shader on top of your base material. Paint in 3D already comes with a pre-configured material called Overlay (Second UV Coord), which you can add on top of your base material. Keep in mind that you will now be painting the second material (index 1), so you must update your CwPaintableMeshTexture component settings to target the second material slot index (1). This technique is demonstrated in the UV Requirements / Automatic Overlay demo scene.
Note that if your mesh has multiple sub-meshes, then this technique won't work. If you don't mind replacing your original shader/material, then the Paint in 3D / Solid shader can be used instead. This shader uses the first UV channel for base textures and then allows you to override the albedo/opacity/smoothness/etc using secondary textures that use the second UV channel.
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Enabling auto seam fixing
To enable auto seam fixing in Paint 3D, you must first select any mesh in your project. Then, click on the context menu icon (the button with three dots) at the top right of your screen and select "Fix Mesh (Paint in 3D)". This will create a seam fixer in your project and automatically set the source mesh to the one you selected.
Next, press the "Generate" button to generate the fixed mesh. If successful, you should see green lines (original seams) and blue lines (new fixed seams) in your Scene window. The blue lines should be outside of the original green lines. If they are overlapping, try reducing the Border or Threshold setting.
Finally, to enable auto seam fixing, follow these steps:
- Select your paintable GameObject.
- Find the CwPaintableMesh component in the inspector window.
- Expand the Advanced settings.
- Change the UseMesh setting to AutoSeamFix.
Your mesh will now be auto seam fixed just before you paint it for the first time. Note that this technique does not allow you to adjust the seam fix settings. If you need to make adjustments, you can manually fix the seams by following the steps outlined in the previous section, which includes enabling the UndoRedo setting and enabling the Store States setting.
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Changing the Secondary Maps setting
If you are working with multiple materials or doing advanced painting, you may need to change the Secondary Maps setting in Paint 3D. The default 0, _MainTex setting is usually sufficient for most objects. However, if you need to paint normal maps, you may need to select a different setting, such as 0, _BumpMap, depending on your shader/material.
The URP/HDRP Lit shaders, for instance, utilise the 0, _BaseMap texture slot for the albedo, while the _MainTex slot is only for backward compatibility.
If you want to replace your original shader/material, you can use the Paint in 3D / Solid shader. This shader uses the first UV channel for base textures and allows you to override properties like albedo, opacity, and smoothness using secondary textures that employ the second UV channel.
To implement this, follow these steps:
- Choose your material that uses the Standard shader, then modify the Secondary Maps > UV Set setting to UV1.
- Select your CwPaintableMeshTexture component and adjust the Slot setting from _MainTex to _DetailAlbedoMap.
- Alter the Channel setting to Second.
- Modify the Shader Keyword setting to _DETAIL_MULX2.
Remember, most shaders only use the first UV channel, so you may need to create an alternative shader that utilises the second UV channel.
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Frequently asked questions
First, open the Paint 3D app and open your image in the tool. After opening the file, switch to the Canvas tab. Here you can find a drop-down menu from where you can choose whether you want to change the dimension by percentage or pixel. Select your preferred method and set the resolution accordingly. Now, press Ctrl+S to save the file.
For most objects, the default 0, _MainTex setting is all you need. But if you want to paint normal maps, choose 0, _BumpMap or similar. The exact texture name depends on the shader/material.
If your mesh has multiple sub-meshes, you can use the Paint in 3D / Solid shader. This shader uses the first UV channel for base textures and then allows you to override settings like albedo/opacity/smoothness using secondary textures that use the second UV channel.
First, select your paintable GameObject. Then, find the CwPaintableMesh component in the inspector window. Expand the Advanced settings, and change the UseMesh setting to AutoSeamFix. Your mesh will now be auto seam fixed before you paint it for the first time.











































