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)
| Action | Gesture |
|---|---|
| Orbit | Alt + left-drag |
| Orbit with 45° angle-snap | Shift while orbiting (snaps to front / side / back / diagonals + top / bottom) |
| Pan | Middle-mouse drag |
| Zoom | Right-drag (or mouse wheel) |
| Brush size / hardness | Ctrl + right-drag (horizontal = size, vertical = hardness) |
| Rotate brush / stamp | Ctrl + left-drag (horizontal = angle) |
| Straight line | Ctrl+Shift + left-click (chain clicks; hold while drawing to extend from the last point) |
| Rotate key light | Shift + right-drag (see Lighting & display) |
| Smooth intensity | Shift + mouse wheel |
| Eyedropper (pick colour) | V |
Tools
| Tool | Key |
|---|---|
| Brush | B |
| Eraser | E |
| Fill | F |
| Airbrush | A |
| Selection | S |
| Gradient | G |
| Eyedropper | V |
| Brush size down / up | [ / ] |
Viewport layout & view modes
| 2D (UV) view | F2 |
| 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
| Action | Key |
|---|---|
| Undo / Redo | Ctrl+Z / Ctrl+Y |
| Save | Ctrl+S |
| Documentation | F1 |
Glossary
Common texturing and PBR terms.
| Term | Meaning |
|---|---|
| PBR | Physically-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. |
| Roughness | How rough vs. glossy a surface is — controls how sharp reflections are. |
| Metallic | Whether a surface behaves as metal (1) or non-metal/dielectric (0). |
| Normal map | Encodes surface detail as directions, faking bumps without extra geometry. |
| Height | A displacement/parallax map representing surface elevation. |
| Ambient Occlusion (AO) | Soft contact shadowing baked from the mesh's shape. |
| Curvature | How convex/concave the surface is — drives edge wear and cavity effects. |
| Thickness | How thin or thick the surface volume is, from inward ray-casting. |
| UV | The 2D coordinates that map the texture onto the 3D surface. |
| Texel | One pixel of a texture (“texture element”). |
| Texture set | The layers/channels/maps for one material slot of the mesh. |
| Channel | One PBR output of a texture set (Base Color, Roughness, …). |
| Bake | Generating a mesh map (Normal, AO, …) from geometry. |
| Cage | An offset shell around the low-poly that bounds projection rays during baking. |
| High-poly / Low-poly | The 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
- Mesh imports with holes or fails — check the file isn't corrupt and that faces aren't extreme n-gons; re-export triangulated if needed.
- Nothing to paint on / black model — the mesh likely has no UVs. Unwrap it first.
Baking
- Bake looks noisy / has artifacts — adjust the Cage offset (too small misses detail; too large pulls through nearby geometry). See Baking.
- Bake is slow — supersampling AO/Thickness is expensive. Use per-map anti-aliasing (Normal 2×, the rest Off). See Baking.
- Normals look low-quality — raise the Normal map's anti-aliasing.
Documentation
- Help ▸ Documentation says “not found” — the
docsfolder must sit next to the application executable.