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MechaPaint / Every Feature

EVERY FEATURE

The whole toolbox, in one list

Wondering if MechaPaint does the one thing you need? Here is everything it does, grouped by job. Skim the section that matches your problem and check whether the tool is in the box.

PAINTING TOOLS

Putting paint on the surface

The core hands-on tools for laying color, strokes, and imagery directly onto the 3D model.

01

Brush

The core freehand brush, pressure-sensitive, with smooth tapered strokes, response curves, smoothing, and data-driven presets.

02

Eraser

Erase paint on the active layer with the same smooth stroke engine as the brush, and a live footprint preview.

03

Line Tool

Draw straight lines that wrap the surface, with full pressure and gradient support.

04

Eyedropper

Pick any color off the model, even mid-stroke, with a right-tap, and a before-and-after color preview.

05

Image Stamps

Paint with image tips, rotation, follow-stroke, and jitter. Photoshop .abr brush sets import directly, and any PNG or JPEG can become a brush.

06

Text on the Surface

Lay down text on the model using any font installed on your machine.

FILLS & SELECTIONS

Covering ground fast

Fill whole pieces, screen regions, or connected geometry in a click instead of a thousand strokes.

01

Paint Bucket

One click fills a whole connected piece, solid color or a triplanar pattern.

02

Poly Fill

Flood-fill triangles directly under the brush sphere.

03

Region Fill

Lasso a screen area, marquee, polygon, circle, or rectangle, and fill only the front faces inside it.

04

Live Regions

Save a Region Fill to a library and re-open it later with its camera restored.

05

Select Connected

Click a piece to select every polygon joined through a shared edge, then paint only there.

06

Two-Color Gradients

Paint a start-to-end gradient with the bucket, line, and brush, linear or radial.

SYMMETRY & CLONING

Paint once, get it twice

Mirror work across the model, copy detail from place to place, and keep strokes from bleeding through.

01

Symmetry

Paint one side, watch both update, true mirrored reflection across X or Z.

02

Mirror Brush

Brush the mirrored albedo from the other side of the symmetry plane, only where you want it.

03

Whole-Layer Symmetrize

Mirror an entire layer in one move to fix asymmetric damage.

04

Clone Stamp

Sample detail anywhere on the mesh and paint it anywhere else, in 3D.

05

Ghost Tool

Hide faces you don't want to paint through, so strokes never bleed onto the far side.

REFERENCES & PROJECTION

Working from an image

Bring outside artwork in as reference, project it onto the mesh, or lift just the detail you want.

01

Reference Images

Drop any image in as a floating reference window, by paste, drag, or import.

02

Projection Painting

Project a reference image straight onto the mesh from the current view.

03

Extract Details

Transfer only the dark detail, screws, seams, panel lines, from one image onto your paint, keeping its color.

LAYERS & COLOR

Non-destructive, like Photoshop

A full layer stack per submesh, deep undo history, and a color picker with saveable favorites.

01

Layers

A full non-destructive layer stack per submesh: hide, fill, merge, recolor, and import into any layer.

02

Undo & Redo

A Photoshop-style history with a hard floor, it can never erase your imported base texture.

03

Color, Swatches & Favorites

A viewport color picker with saveable favorites, solid colors and whole gradients.

UV REPAIR

When the map is the problem

Fix seams, rebuild broken unwraps, combine loose sub-meshes, and watch it all on the flat map.

01

Seam Fix

Strokes that cross UV island edges are dilated past the seam, no hairline gaps.

02

Rebuild UVs

Generate a fresh, clean UV unwrap in one step, and keep your paint.

03

Combine + Unwrap

Merge dozens of tiny sub-meshes with no UVs into one atlas, then paint it as one object.

04

UV / Texture Panel

Watch strokes land on the flat map in real time, and toggle UV / wireframe overlays.

05

Mesh Diagnostics

For when something is wrong and nothing will tell you what, a panel that finds it.

BAKING & PATTERNS

Depth, shadow, and repeating surface

Bake light and wear into the texture, and build tiling materials that wrap the model in world space.

01

Ambient Occlusion Bake

Contact shadows in every crease, seam, and recess, computed from the mesh and written straight to the texture.

02

Lighting Bake

Set your key and ambient lights, then bake that lighting into the map for engines with no lighting of their own.

03

Dirt & Edge-Wear Bakes

Add grime and worn edges along hard geometry, with region tools to aim wear exactly where you want it.

04

Pattern Builder

Dial in tiling, rotation, and scale, then project the pattern in world space so it wraps seamlessly, however the UVs were cut.

VIEWPORT & LIGHTING

Seeing the model clearly

Orbit, snap to any face, lock the camera for critical strokes, and check paint under adjustable light.

01

Orbit Camera & Navigation

Orbit, pan, and zoom naturally, with an Alt/Cmd navigation gate so you never paint by accident. Ortho and perspective, plus a camera lock for stroke-critical work.

02

View Cube & Face Tool

Snap head-on to any axis, or click a face to look straight at it.

03

Camera Memory

Tools remember your camera position, so you can pick up right where you left off.

04

Lighting Preview

Check your paint under adjustable key and ambient light, with ambient occlusion baked live.

ANIMATION

Paint it while it's moving

Bring in an animated model and paint directly on it mid-motion, the only honest way to see how a texture holds up when the mesh deforms.

01

Paint on Animated Meshes

Scrub to any frame, stop on the pose you care about, and put paint on the surface exactly as it will be in motion.

02

Lock a Pose and Work

Hold the model on any frame and paint it like a static mesh, with every brush, stamp, and fill available. Release it and the animation picks up where it left off.

03

Catch Stretching Early

Paint on the pose where a logo smears or a fold breaks, fix it there, and know it holds through the whole cycle.

ROBLOX & POLYTORIA

Dedicated avatar tools, not a workaround

Purpose-built support for avatar items: the official bodies are built in, template layouts are understood, and export produces a file the site will accept.

01

Official Avatar Bodies

Load the official Roblox or Polytoria body with one click and paint on the character itself, no hunting for a reference mesh.

02

Paint the Body, Not the Template

Paint on the actual 3D body and let MechaPaint work out which template rectangle each stroke belongs in.

03

Upload-Ready Export

One click writes a correctly laid-out template PNG, sized and positioned the way the platform expects.

04

Seam-Free & Recolorable

Painting in 3D removes template boundaries, so patterns run cleanly around a limb. Recolor or swap a logo to spin out a whole colorway.

IMPORT, EXPORT & SETUP

Getting in and getting out

Bring meshes and textures in, write clean maps out, and set up your pen and interface, originals never touched.

01

Mesh Import & Management

Drag in a mesh, existing textures load, every material slot becomes paintable, nothing on disk changes.

02

Exporting Textures

Write clean PNGs, per submesh or whole model, merged or separate layers, at your chosen resolution. Originals never touched.

03

Projects

Save, reopen, and update working sessions as single .mpaint files, with a recents list.

04

Pen & Tablet Calibration

High-frequency pressure sampling with per-user calibration for clean, natural strokes.

05

Welcome & Interface Scale

A startup greeting with quick interface-size presets and links to help.

FILE FORMATS

It probably opens what you have

Drag it on, or use the file dialog. LightWave LWO3 objects, including LightWave 2025 files, are read natively, each surface arriving as its own paintable submesh.

01

Models In

FBX, OBJ (with MTL), LWO (LightWave LWO3, native), USD (.usd, .usda, .usdc), glTF, GLB, STL, PLY, 3MF. USDZ is not read, re-export as .usd, .usda, or .usdc.

02

Animation In

FBX, DAE, glTF, GLB, BVH, loaded onto a rigged model already on screen, so you can paint it mid-motion.

03

Images In

PNG, JPG, JPEG, PSD, TIFF, TGA, BMP, EXR, HDR, as base textures, layer contents, stamps, patterns, or floating references, from disk, drag-and-drop, or the clipboard. A photo can also become a paintable mesh or a flat canvas.

04

Brushes In

ABR Photoshop brush sets imported directly, plus PNG, JPG, JPEG, PSD, TIFF, TGA, and BMP images used as brush shapes.

05

Fonts In

TTF, OTF, any font installed on your system.

06

Projects

.mpaint, one file holding your meshes, every paint layer, masks, references, and text decals, saved and reopened without loss.

07

Textures Out

PNG, merged or per-layer, per-submesh or whole model, at your chosen resolution. Panoramas write back out as cube faces, an equirectangular image, or a 4x3 cross.

08

Geometry & Platform Out

OBJ with rebuilt or combined UV maps plus MTL, with per-engine orientation presets, and correctly laid-out Roblox clothing, the R15 Studio body kit, and Polytoria clothing and face templates, ready to upload.

PLATFORM & DETAILS

The fine print, minus the pain

What it runs on, what it costs, and where PBR support stands.

01

App Type & Platforms

A standalone 3D art application, not a plugin, no engine required. Runs on Windows and macOS.

02

Input

Mouse, or a pen tablet with high-frequency pressure sampling and per-user calibration.

03

Material Channels

Base color today. Roughness, metallic, and normal are actively in development and will arrive as a free update within your upgrade year.

04

License

One-time purchase, perpetual, with a year of free upgrades. The download is the full application, every tool, with exports watermarked until you buy.

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