50% OFF Launch sale, MechaPaint is half off.
Click to join in!Come hang out and talk about the future of art as we know it!

FBX + MechaPaint

The interchange format every DCC and game engine speaks. In with everything, out with everything.

WHY MECHAPAINT

The FBX you drop in is the FBX you get back, painted

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.

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.

Rigs and animation survive

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.

Full PBR export

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.

Scale that means something

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.

PIPELINE

Drop it in, paint it, send it on

01

Open the .fbx

Drag it on MechaPaint or use File > Open. Textures, rig, and takes come with it.

02

Paint

Layers, masks, symmetry, the clone stamp, Mecha Lines, decals, and the full PBR channel set, painted straight on the model.

03

Export FBX

File > Export, FBX in the Mesh row, pick a PBR naming convention, and the whole model with every map leaves in one file.

FBX in, painted FBX out. The way it should work.

Download, Windows & Mac Buy while it's half off

Buying unlocks watermark-free exports.