User guide
Start with the basics or choose a topic below. Each guide covers a focused part of working with HarmoFlow.
Getting started
Import a model, edit layers, and save your work. The essentials for painting your first texture.
Also covers automatic update notifications and pre-update backups in Ver.0.1.1.
Read the guide: Getting started
Workspace and mesh parts
Learn the workspace layout, what each panel does, and how to switch between mesh parts and texture sets.
Includes the right-click-and-slide pie menu for the 3D viewport and UV canvas.
Ver.0.1.2 also adds thumbnail-based layer selection and layer settings to the pie menu.
Read the guide: Workspace and mesh parts
Viewport, meshes, and display
Control the camera, switch PBR and NPR views, select and show parts, and inspect shape keys.
Read the guide: Viewport, meshes, and display
Working with the UV view
Paint in the UV Editor, pan, zoom, and rotate the view, and configure the wireframe and background.
Read the guide: Working with the UV view
Brushes, erasers, and color
Set up brushes and erasers, adjust pen pressure and stabilization, fill faces, and pick colors.
Read the guide: Brushes, erasers, and color
Layers, masks, and blending
Use layer types, blending, groups, masks, and clipping to control where your edits appear.
Also explains the recompositing improvement in Ver.0.1.1 when changing opacity.
Read the guide: Layers, masks, and blending
Color adjustment, tone curves, and gradient maps
Choose and edit the three adjustment layers, understand their controls, and preserve your settings when saving or exporting.
Color adjustment, tone curves, and gradient maps
Image, text, and shape stamps
Place images, text, and shapes on a model and configure each type of stamp.
Read the guide: Image, text, and shape stamps
Drawing and editing paths
Create and edit paths with anchors and handles, then adjust fills and two separate outlines.
For new 3D paths in Ver.0.1.2, read the UV-island guidance and the compatibility warning before saving for older versions.
Read the guide: Drawing and editing paths
Image fills, materials, and patterns
Use image fills and UV transforms, adjust procedural patterns, and work with material presets.
Read the guide: Image fills, materials, and patterns
Inspecting channels
Understand the six channels, including BaseColor, and the differences between working, export, and preview resolutions.
Read the guide: Inspecting channels
Inspecting baked geometry maps
Read curvature, AO, normal, and position maps, and understand the scope of automatic baking and rebaking.
Read the guide: Inspecting baked geometry maps
Adding weathering to edges and recesses
Use geometry maps to place weathering on convex edges, recesses, and occluded areas.
Read the guide: Adding weathering to edges and recesses
Finding and importing assets
Search and filter project assets, and import images and Unity Packages.
Read the guide: Finding and importing assets
Projects, saving, and recovery
Create projects and scenes, save and export packages, and recover work from autosaves.
Read the guide: Projects, saving, and recovery
Exporting images
Export PNG, JPG, TGA, EXR, and PSD files; choose channels and normal orientation; and combine mesh parts.
Ver.0.1.2 PNG export leaves unpainted areas transparent while retaining imported textures and user-added Fill layers.
Read the guide: Exporting images
Preferences, history, and extensions
Configure the home screen, pen pressure and drawing behavior, workspace layout, VRAM, Lua, and plugins.
Read the guide: Preferences, history, and extensions
Installing and managing plugins
Add, launch, update, and troubleshoot Lua extensions and DLL plugins. Learn how they differ from built-in adjustments.
Installing and managing plugins
Creating plugins
Start with a minimal Lua extension, then learn panel registration, Undo, the DLL SDK, building, and testing.
Keyboard shortcut reference
Keyboard and mouse controls for painting, the camera, UVs, and saving, plus how to change key bindings.
Read the guide: Keyboard shortcut reference
Glossary
Definitions of texture-creation terms, including UVs, PBR, baking, masks, and VRAM.
Troubleshooting
Check UV and wireframe display, part switching, mesh maps, and the Layers panel.