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MECHAPAINT + MAYA

Production painting
beside your Maya pipeline.

A focused, predictable texture painter that slots in next to Maya without touching it: FBX in, paint in 3D with character-grade tools, PNGs out on the same UVs. Source scenes and texture files are never modified.

Every tool unlocked. Exports are watermarked until you buy.

WHY MECHAPAINT

Built for real production assets

Maya materials arriving as independently paintable submeshes

Your shading assignments carry over

Every material slot on the FBX becomes an independently paintable submesh with its own layer stack, hide, lock, and export each one separately. Per-submesh PNGs go back onto the same shading groups in Maya.

Symmetry and the 3D clone stamp painting a character asset

Character tools that pull their weight

True mirrored X/Z symmetry, a mirror brush for copying a good side over a damaged one, whole-layer symmetrize, and a 3D clone stamp that samples anywhere on the mesh. Face and body work goes fast.

Rebuilding a bad UV map in one step with textures remapped

Survive the bad handoff

Outsourced mesh with a packed, cryptic, or broken UV map? Paint it anyway, strokes land on the surface regardless, or run Rebuild UVs to generate a clean layout with the existing textures remapped automatically.

Per-submesh, per-layer PNG export options

Exports a pipeline can trust

PNG per submesh or whole model, merged or as separate layer files, at the resolution you choose, and never a byte written over an original. Deterministic, repeatable, no AI anywhere in the loop.

PIPELINE

Maya to painted in three steps

01

Export

FBX or OBJ out of Maya. Drag it onto MechaPaint, existing textures load onto the base layer.

02

Paint

Layers, symmetry, clone stamp, projection painting from references, live lighting preview.

03

Reconnect

Export PNGs per material and wire them into your shaders. Same UVs, no re-bake.

Less ceremony. More painted assets.

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

Buying unlocks watermark-free exports.