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glTF and GLB + MechaPaint

The web and game format with PBR built in. Import either flavor, export a GLB that carries the whole painted material.

WHY MECHAPAINT

A GLB from MechaPaint is a finished PBR asset

glTF was designed around the same metal and roughness material model MechaPaint paints, so nothing is lost in translation. Open a .gltf or .glb, paint every channel, and export a single .glb that any viewer, engine, or game modding tool lights correctly.

Both flavors open

Binary .glb and text .gltf with its .bin and images both import with their materials, textures, skins, and animations.

Full PBR material out

GLB export writes base color, metallic-roughness, normal, occlusion, and emissive textures into the glTF material, in meters, so Blender, three.js, Godot, Unity, and Unreal all read it the same way.

Rigs and clips included

Skinned models export with their skeleton and animation clips. Perfect for VRChat avatars, game mods, and web viewers.

Game modding ready

Tangents are written the way mod tools such as WolvenKit expect, so a GLB from MechaPaint drops into Cyberpunk 2077 and similar pipelines without a fix-up pass.

PIPELINE

Open, paint, export one file

01

Open the .glb or .gltf

Drag it on. Materials and textures are already PBR, so the model looks right at once.

02

Paint

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

03

Export GLB

File > Export, GLB in the Mesh row. One file, every map, correct scale.

One file, the whole material. That is what glTF is for.

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Buying unlocks watermark-free exports.