How to 3D Procreate
StyleFrame Team7 min read
To 3D paint in Procreate, import a 3D model as an OBJ or USDZ file that already has a clean UV map, then paint directly on its surface using layers. Procreate paints imported models rather than building them, so you build and unwrap the model in Blender, Cinema 4D, or Nomad Sculpt first. Once the texture is painted, you can adjust lighting in Lighting Studio, preview the model in AR, and export it. If you only want a 3D look on flat artwork, you can fake the effect with Liquify and blur adjustments.
What "3D in Procreate" Can Mean
The phrase covers three different jobs, and the workflow depends on which one you need:
- Painting textures on a real 3D model. This is Procreate's built-in 3D Painting. You hand-paint color, and with the right layers also metallic and roughness, onto an imported mesh.
- Faking dimension on 2D artwork. Here you use Liquify, blur, and highlights to make a flat illustration read as raised or embossed.
- Turning finished 2D art into something that moves in 3D space. Procreate does not do this, so it happens downstream in your motion pipeline.
Most of this article covers the first, with a short section on the second and a practical look at the third.
Step 1: Prepare Your Model Outside Procreate
Procreate only accepts two 3D formats: .OBJ and .USDZ. If your model lives in Cinema 4D, Blender, or a marketplace download, convert it first.
The bigger requirement is a UV map. A UV map is the model's surface unwrapped and flattened into 2D, like a tailored piece of thin cloth. Procreate can't paint on a model without one, and a model that technically imports can still paint badly if the UVs are poor.
Before exporting, check these things:
- Bake generators and deformers. In Cinema 4D, make editable anything driven by subdivision surfaces, symmetry, or other generators so you export a plain polygon mesh. Delete leftover null parents.
- Unwrap automatically if you need to. Cinema 4D's automatic UV option often produces a usable layout. Use a checker or test-grid texture to confirm there's no stretching and that the grid reads upright.
- Fix overlaps. Overlapping UV islands are the usual culprit when paint appears in two places at once. Imagine painting on a crumpled canvas: that's what bad UVs do to your brush work.
- Watch downloaded models. A modeler who built an asset for rendering didn't necessarily plan for painting. Expect gaps, missing parts, or overlapping islands.
- Mind the "missing UVs" error. If Procreate rejects an import with that message, the model has no UV map. Go back to your 3D app (Nomad Sculpt's UV auto-unwrap works for sculpts), unwrap it, and re-export as OBJ.
If you just want to test the workflow, Procreate offers a downloadable model pack through Actions → Help → Download 3D model pack. Those models are already set up for painting.
Step 2: Import the Model
You have a few options:
- Gallery → Import, which opens the Files app so you can pick an OBJ or USDZ.
- Drag and drop from Files. You can drag in several files at once.
- AirDrop from another Apple device, then choose Procreate.
Opening a 3D file from the Gallery automatically activates 3D Painting. If you have existing texture maps (Color, Roughness, Metallic, Ambient Occlusion, Normal), drag in a folder containing the OBJ and its maps together so they come in assigned. You can import several models, but you can only paint on one at a time.
Step 3: Paint the Model
Painting on a UV-mapped model works like normal 2D painting, with a few differences worth knowing:
- Select the mesh first. If nothing appears when you paint, tap the area you want until it flashes blue, then paint again.
- Use layers instead of the base layer. The model arrives with at least one Base Layer. Painting directly on it changes the original texture. Create your own layers above it so the base stays untouched and every edit is reversible. Layers can also be split by material so you can work only on color, metallics, or roughness.
- Learn the 3D gestures. One-finger drag rotates the model, two-finger drag moves it, and pinch zooms. If you don't have an Apple Pencil, you can enable finger painting under Actions → Prefs → Gesture Controls.
Three tools are especially useful:
- Show 2D Texture (Actions → 3D → Edit 2D texture). This unwraps the model into its flat texture map. It looks abstract, but it's the quickest way to block in large base colors or add detail across seams. Painting there behaves exactly like standard 2D painting.
- Paint Through Mesh. Turn this on and your strokes ignore unselected meshes, so you can paint a surface that's hidden behind another part.
- Transform in 3D. Move, stretch, and manipulate selections and layers directly on the surface for quick fixes.
Step 4: Light and Preview
Under Actions → 3D → Edit Lighting, Lighting Studio lets you add lights, adjust their hue, saturation, and intensity, and set an environment. Use it to check how your texture reads under different conditions, especially roughness and metallic values.
View in AR places the model on the first flat surface your iPad camera detects. Note that AR uses the camera's ambient lighting, not your Lighting Studio setup, so don't judge final lighting from it. It's a scale and presence check, not a look-dev pass.
Step 5: Export and Bring It Into Your Pipeline
From the Share menu you can export the model, an image, or a video. For a motion pipeline, the model or texture export is usually what you want. The typical routes:
- Blender or Cinema 4D: Bring the model and its painted texture maps back in, assign them to your materials, and light and render with your real renderer. Procreate's Lighting Studio is for previewing, not for final output.
- After Effects: Use rendered passes or image sequences from your 3D app as footage. If you're using the 3D renderer inside AE or a Cinema 4D integration, import the textured model there.
- Nuke: Use the painted texture as a projection or card texture, or bring in the rendered passes from your 3D app.
A practical habit: keep your texture layers named by material and export a flat texture copy as a backup, so you can re-apply it if the model's UVs change later.
The Quick Way to Fake 3D on Flat Artwork
If you don't need a mesh, you can create dimensional-looking 2D art entirely in Procreate:
- Draw a path line on a new layer, such as a single wavy stroke.
- Outline it in white on another layer, leaving a small gap on both sides.
- Select the artwork layer and use Adjustments → Liquify → Push along the same path to distort it.
- Merge the line layers, then apply Gaussian Blur to soften the edges into a glow.
The blur makes the shape look raised or embossed. It's an illustrative trick, not real depth, but it works well for graphic styleframes, backgrounds, and pattern work.
Troubleshooting Common Problems
- "Model has missing UVs" on import: Unwrap in your 3D app and re-export the OBJ.
- Paint doesn't appear: Tap the target mesh until it flashes blue, then paint.
- Texture looks stretched or smeared: The UV layout is uneven. Re-unwrap and check with a test grid.
- Paint shows up on the wrong side: Check for overlapping UV islands.
- Can't reach a surface: Turn on Paint Through Mesh, or edit the surface through Show 2D Texture.
- AR lighting looks different from the studio preview: Expected behavior, since AR uses ambient camera light.
Quick Workflow Summary
- Model and bake to a clean polygon mesh.
- Unwrap with non-overlapping, low-stretch UVs.
- Export as OBJ or USDZ.
- Import to Procreate and paint on your own layers.
- Check lighting and AR, then export.
- Re-apply the textures in your 3D app, render, and composite in After Effects or Nuke.
Get the UVs right and the rest of the process is straightforward.