Layers to parts, materials to submeshes
The structure you built in Modo is the structure you paint. Hidden layers stay hidden.
Modo scenes, read natively. Layers, materials, UVs, and the textures in the shader tree arrive ready to paint.
The .lxo reader is built into MechaPaint, so Modo artists skip the FBX round trip. Each mesh layer becomes a part, each material tag becomes a paintable submesh, UV maps come along, and the color textures wired in the shader tree are found on disk and placed.
The structure you built in Modo is the structure you paint. Hidden layers stay hidden.
Image maps linked to each material's diffuse channel are located and applied, so the model shows up looking like itself.
Polygons keep their sides, so an OBJ export of your repainted Modo model is still a clean quad mesh.
FBX, GLB, OBJ, or STL with PBR texture sets, or a .blend when you have Blender installed.
Drag it on MechaPaint.
Layers, masks, symmetry, the clone stamp, Mecha Lines, decals, and the full PBR channel set, painted straight on the model.
Textures per material, or the whole painted model as FBX or GLB.
Buying unlocks watermark-free exports.