Sharpen where the model went soft
Generations nail silhouettes and lose the details, faces, hands, joints, text. Zoom in, lock the camera, and repaint those areas crisp with pressure-sensitive brushes, right on the surface.
Tripo's output looks great in the preview and gets 90% of the way there. The last 10%, the seam behind the ear, the mushy hands, the texture that almost matches your game, is painting work. That's what MechaPaint is for.
Every tool unlocked. Exports are watermarked until you buy.
Generations nail silhouettes and lose the details, faces, hands, joints, text. Zoom in, lock the camera, and repaint those areas crisp with pressure-sensitive brushes, right on the surface.
Nothing says "AI asset" like a seam line across the shoulder. Paint straight across it, Seam Fix dilates strokes past UV island edges automatically, and use the clone stamp to blend texture from either side.
The generation stays untouched on the base layer while your fixes and restyling live on layers above. Compare with a visibility toggle, adjust opacity, or wipe a bad experiment without losing an hour of work.
Export clean PNGs per submesh, and if the generated UV map is unusable, rebuild it in one step first. Unity, Unreal, Godot: same UVs, no surprises, no AI anywhere in MechaPaint's own pipeline.
Export your generation from Tripo as GLB, FBX, or OBJ and drag it onto MechaPaint.
Repaint soft details, cross out seams, restyle to match your game, all on layers above the original.
Clean PNGs, optionally on rebuilt UVs, straight into your engine's material.
Buying unlocks watermark-free exports.