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MECHAPAINT + TRIPO

From generated
to game-ready.

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.

WHY MECHAPAINT

Close the last 10% by hand

Repainting a weak detail area on a Tripo-generated character

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.

Painting across a generated texture seam and watching it disappear

Erase the telltale seams

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.

A layer stack keeping fixes separate from the original generation

Fix on layers, keep the original

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.

Engine-ready PNG textures exported from a finished Tripo model

Ship it to any engine

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.

PIPELINE

Tripo to your engine in three steps

01

Download

Export your generation from Tripo as GLB, FBX, or OBJ and drag it onto MechaPaint.

02

Polish

Repaint soft details, cross out seams, restyle to match your game, all on layers above the original.

03

Export

Clean PNGs, optionally on rebuilt UVs, straight into your engine's material.

Your players will never guess where it started.

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

Buying unlocks watermark-free exports.