Viewport Canvas provides tools for painting color and patterns onto any bitmap in an object’s material in the viewport. You can paint in multiple layers directly onto a 3D object, or on a 2D canvas superimposed on the viewport. Viewport Canvas can export the painting in PSD format so you can modify it in Adobe Photoshop or a compatible program, and then save the file and update the texture in 3ds Max.

You start by choosing a brush and activating one of the painting tools: Paint, Erase, Clone, and a number of others. You then paint directly on the object, switching tools and changing layers whenever you like.
Among the Viewport Canvas features are the ability to use a custom palette, randomize brush settings, use a graphics tablet and pen to vary brush radius and other settings based on pressure, mirror brush strokes, and save and load all settings. You can also switch instantly between painting on an object and a 2D canvas with real-time feedback in both areas.
For maximum accuracy, use TIFF or another lossless file format. Also, make sure the viewport display of textures uses the highest possible resolution. You can do that by going into Customize menu
Customization
Preferences
Viewports
Configure Driver and, setting Download Texture Size to 512, and turning on Match Bitmap Size As Closely As Possible. Viewport Canvas is supported by all display drivers except OpenGL.
To use Viewport Canvas (optionally, with layers):
This procedure serves as both a general-purpose introduction to Viewport Canvas and a guide to using the Layers feature.
The object need not have a material assigned, but it must have mapping coordinates. If not, Viewport Canvas will not work with it.
The Viewport Canvas dialog opens. If necessary, position it so doesn’t obscure your object.
Left or Right. If the object does not have a material assigned, the Assign Material dialog opens, giving you the option to assign a Standard material, browse for a material using the Material/Map Browser, or cancel. For details on these options, see Assign Material Dialog. To get started quickly, choose Assign Standard Material.
After you assign a material, or if the object already has a material, a list of available map types opens. The list also shows any assigned maps.
If the map type does not have a bitmap image file assigned, choosing the map type opens the Create Texture dialog, where you can use the browse button (
) to specify a new or existing bitmap file. Otherwise Viewport Canvas uses the current bitmap.
After setting up the material and map, if necessary, the Layers dialog opens and the mouse cursor becomes the icon for the active tool when over the active viewport, such as a circle for the Paint and Erase tools. When using the Paint tool and the cursor is over the object to be painted, the paint image is visible within the brush icon.
The background layer is now active and ready for painting on.
However, you might want to paint in a new layer instead; see the following tip:
A new layer is added to the painting and becomes the active layer.
While painting, you can switch tools, colors, and brush images; add, delete, and switch layers, change the layer order, and specify filters and how layers interact; and navigate the viewport to paint different parts of the object.
If you’ve added one or more layers to a single-layer bitmap, the Save Texture Layers dialog opens, prompting you to specify what to do with your painting. These options are detailed here.
To preserve the layers in the current map, choose “Save as PSD and replace texture in material,” then use the file dialog that opens to specify the PSD file to save. This file becomes the new map in the object’s material.
You can return to editing that map by activating any painting tool, or, to edit a different map in the material, choose it from the Options rollout.
Example: To use the Clone tool in Viewport Canvas:
The Clone tool enables painting a texture from a different part of the object, using one or all layers of its bimap, or from anywhere in the active viewport. For example, you can clone a texture from one object to another. This procedure provides an example of using all three cloning sources.

The Viewport Canvas dialog opens. If necessary, position the dialog so it doesn’t obscure the viewport.
This lets you experiment without saving changes to the original bitmap file.

The Layers dialog opens, showing the bitmap’s layers.

You’re now ready to pick the texture to clone.
, click
(the left mouse button), then release
. A green dot appears on the texture where you clicked, showing the center of the area to be cloned.
You’re now ready to paint using the cloned image.
The area of the cloned texture that fits inside the brush circle moves with the brush as a preview, while the green dot remains stationary.

Cloning from Layer 1 after Alt+clicking the "a"
The cloned image is copied to the selected object.
All subsequent painting with the Clone brush, before exiting the tool or changing a setting, copies the texture relative to this point.
The brush now appears to be sliding over the cloned texture as the green dot also moves, previewing exactly which portions of the texture will be cloned when start painting again.

The green dot turns red when away from the sphere.

Continuing to clone Layer 1
Only the contents of the current layer are cloned.
The green dot disappears because you've changed a setting. The Clone brush is still active, but if you tried to paint now, no paint would be deposited because the clone point has been lost. However, at any time you can specify a new clone point in the current layer by
+clicking again.

Cloning from Layer 2
+click the area to clone from. Now you’re cloning from every layer, not just the active one.

Cloning from all layers
+click the second object from step 1. Now you’re cloning from the entire screen.

Cloning from the screen
Because Save Texture is off, your painting is discarded.
This initial section describes the controls on the upper portion of the Viewport Canvas dialog: painting tools, brush and color settings, and buttons for opening 2D View and the Layer dialog. The remaining controls are available from separate rollouts on the dialog and are described in Additional Viewport Canvas Rollouts.
Left or Right. When docked, you can float the dialog by dragging or by right-clicking near the top and choosing Float. 
To paint an object with Viewport Canvas, select one object and then choose a painting tool from the upper section of the Viewport Canvas dialog. The painting tools work only with a single selected object, and the object must have a material with a bitmap file assigned to at least one map. If necessary, Viewport Canvas can apply the material and create the map for you. The object also needs UVW coordinates, which Viewport Canvas cannot create.
For details, see this procedure.
To prevent applying the paint to the model (for example, when experimenting), turn off Options rollout
Save Texture. Right-clicking then simply discards the painting before exiting the tool. Also, most brushes have an optional preview mode.
You can paint anywhere on the model, changing the color, opacity, brush image and other settings and navigating the viewport as you go.
While using other painting tools, you can activate Erase temporarily by pressing and holding
. When you release the key, the tool returns to its original function.
key with other tools), the Opacity setting applies to Erase only; at all other times the Opacity setting applies to all applicable tools except Erase. To use Clone, first press and hold
while clicking a point on the screen to clone from, then release
and paint on the selected object. The paint is sampled from the area you first clicked. For more information, see this procedure.
While using Clone, you can choose to sample from the current layer, all layers, or the entire screen. For details, see Clone Source.
Texel Lookup to Nearest, if possible. This provides the sharpest representation of the texture in the viewport, thus producing more accurate results when the paint is projected. This is because you can clone only from what is visible in the viewport. When painting the 2D View canvas, fills the entire layer with the current color or brush image.
When filling with a brush image, use the Fill Tool - Brush Images to specify whether the filled image is tiled or simply wrapped once.
To use, click at the starting point of the gradient and drag to the endpoint. The fill is performed on the part of the object “behind” the drag direction, perpendicular to the viewing plane, and then falls off to full transparency at the endpoint that you set.
To adjust the blurring amount, use the Blur/Sharpen setting.
To adjust the degree of sharpening, use the Blur/Sharpen setting.
Move Layer is not available for the background layer.
Rotate Layer is not available for the background layer.
Scale Layer is not available for the background layer.
The following mouse and keyboard options are available while using the painting tools:
Eraser: Erases parts of what you have drawn during the current activation of the tool. This mode uses the Opacity setting of the Erase tool, rather than the standard Opacity setting used by the other tools.
Samples color from the selected object surface; picks a single pixel from the center of the brush.
Hold and click to draw a straight line from the last painted point to where you click. This works with all stroke-type painting tools, including Paint and Erase.
+
Hold and drag vertically to change the brush radius interactively.
+
Hold and drag vertically to change the brush opacity interactively.
+
Hold and drag vertically to change the brush hardness interactively.
(right-click) Exits the tool and applies the paint to the model’s texture, saving it to the bitmap file. In most cases this takes less than a second, but if it takes longer, a progress bar updates in the interface during calculations. If you right-click or otherwise exit a painting tool after adding one or more layers to a single-layer bitmap, the Save Texture Layers dialog opens to prompt you to determine how to treat the multi-layer image.

To customize a swatch, right-click it and use the Color Selector that opens to adjust the color. Use the buttons at the bottom of the dialog to load a custom palette, save the current palette, or save the current palette as the default.

+
while dragging vertically. To change the opacity interactively in the viewport, hold
+
while dragging vertically.
To change the hardness interactively in the viewport, hold
+
while dragging vertically.