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.
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.
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.
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.
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.
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.
FBX or OBJ out of Maya. Drag it onto MechaPaint, existing textures load onto the base layer.
Layers, symmetry, clone stamp, projection painting from references, live lighting preview.
Export PNGs per material and wire them into your shaders. Same UVs, no re-bake.
Buying unlocks watermark-free exports.