Reference

Quick-lookup material: every keyboard shortcut and mouse gesture, a glossary of texturing and PBR terms, and fixes for common problems.

Keyboard shortcuts & gestures

Smudge and Blend have no default key — select them from the tool rail.

Camera & brush gestures (3D viewport)

ActionGesture
OrbitAlt + left-drag
Orbit with 45° angle-snapShift while orbiting (snaps to front / side / back / diagonals + top / bottom)
PanMiddle-mouse drag
ZoomRight-drag (or mouse wheel)
Brush size / hardnessCtrl + right-drag (horizontal = size, vertical = hardness)
Rotate brush / stampCtrl + left-drag (horizontal = angle)
Straight lineCtrl+Shift + left-click (chain clicks; hold while drawing to extend from the last point)
Rotate key lightShift + right-drag (see Lighting & display)
Smooth intensityShift + mouse wheel
Eyedropper (pick colour)V

Tools

ToolKey
BrushB
EraserE
FillF
AirbrushA
SelectionS
GradientG
EyedropperV
Brush size down / up[  /  ]

Viewport layout & view modes

2D (UV) viewF2
Split (3D + 2D)F3

Switch back to 3D with the 3D button in the viewport's top bar (F1 opens this documentation, so it isn't bound to 3D view). The channel / view-mode tabs along the top of the viewport (Shaded, per-channel, Mask, baked maps) are covered in Navigating › View modes.

File & edit

ActionKey
Undo / RedoCtrl+Z / Ctrl+Y
SaveCtrl+S
DocumentationF1

Glossary

Common texturing and PBR terms.

TermMeaning
PBRPhysically-Based Rendering — materials described by physical properties (albedo, roughness, metallic) so they look right under any lighting.
Base Color (Albedo)The surface's pure colour, with no lighting or shadow baked in.
RoughnessHow rough vs. glossy a surface is — controls how sharp reflections are.
MetallicWhether a surface behaves as metal (1) or non-metal/dielectric (0).
Normal mapEncodes surface detail as directions, faking bumps without extra geometry.
HeightA displacement/parallax map representing surface elevation.
Ambient Occlusion (AO)Soft contact shadowing baked from the mesh's shape.
CurvatureHow convex/concave the surface is — drives edge wear and cavity effects.
ThicknessHow thin or thick the surface volume is, from inward ray-casting.
UVThe 2D coordinates that map the texture onto the 3D surface.
TexelOne pixel of a texture (“texture element”).
Texture setThe layers/channels/maps for one material slot of the mesh.
ChannelOne PBR output of a texture set (Base Color, Roughness, …).
BakeGenerating a mesh map (Normal, AO, …) from geometry.
CageAn offset shell around the low-poly that bounds projection rays during baking.
High-poly / Low-polyThe detailed sculpt vs. the optimised game mesh; baking projects detail from high to low.

Troubleshooting

Common problems and how to fix them. (Expand with real cases as they come up.)

Import

Baking

Documentation