Textures found on import
Embedded textures, textures beside the file, and textures in a textures folder are all located and placed on their materials, so the model shows up looking like itself.
The interchange format every DCC and game engine speaks. In with everything, out with everything.
FBX is the most common file artists hand me, so it gets the most complete treatment. Meshes, materials, textures, the skeleton, skin weights, and every animation take come in, and all of it goes back out with your new paint on top.
Embedded textures, textures beside the file, and textures in a textures folder are all located and placed on their materials, so the model shows up looking like itself.
Skinned FBX characters import with their skeleton and takes. Scrub the animation, lock a pose, and paint the model in that pose. Load extra takes from a separate FBX onto the same rig.
Export writes an FBX in centimeters with base color, normal, metallic, roughness, ambient occlusion, height, and emission maps wired to its materials, plus the rig and animation clips, ready for Unity, Unreal, Blender, iClone, or anything else that reads FBX.
Measure the model against a known object and export at its real size. An FBX from MechaPaint lands in your engine at the dimensions you intended.
Drag it on MechaPaint or use File > Open. Textures, rig, and takes come with it.
Layers, masks, symmetry, the clone stamp, Mecha Lines, decals, and the full PBR channel set, painted straight on the model.
File > Export, FBX in the Mesh row, pick a PBR naming convention, and the whole model with every map leaves in one file.
Buying unlocks watermark-free exports.