FBX in, material-ready PNGs out
Import the FBX, paint, and export per-submesh PNGs on the asset's own UVs. Plug them into Base Color and go, the mesh, the UVs, and your source files are never modified.
Fab purchases, outsourced batches, and kitbashes rarely arrive matching your look. Paint them directly in 3D, fix the seams and texel chaos, and export PNGs that plug straight into your material graphs, no engine work required.
Every tool unlocked. Exports are watermarked until you buy.
Import the FBX, paint, and export per-submesh PNGs on the asset's own UVs. Plug them into Base Color and go, the mesh, the UVs, and your source files are never modified.
A prop glued together from six sources with six texel densities? Combine + Unwrap merges the pieces into one shared atlas with fresh UVs, so you paint, and ship, it as a single coherent object.
Modern lighting is merciless about texture seams. Seam Fix dilates every stroke past UV island boundaries automatically, so there is no hairline gap for the light to find, even on aggressively packed maps.
Swing a key light across the paint job and toggle AO to see how it will read in a lit level, catch flat spots and value problems before the asset ever reaches the editor.
Drag the asset's FBX or OBJ onto MechaPaint. Existing textures load onto the base layer, one paintable submesh per material.
Repaint, patch, re-atlas, and match your art direction with layers, patterns, symmetry, and the 3D clone stamp.
Export PNGs, import them into your project, and wire them into the material. Same UVs, zero surprises.
Buying unlocks watermark-free exports.