Updates
What changed in MechaPaint, written down every night. New tools, fixes, and the small things that make a day of painting less annoying. Newest first.
August 10 - 12, 2026
The Bump Brush, a brush you draw yourself, and six more image formats
New tools
- The Bump Brush. A brush that writes to the height map and nothing else, so you can carve and raise real surface detail without touching your color. Strokes now have a cross-section, Round, Chisel, Soft or Peak, instead of a flat floor with a hard edge, and it can write to the normal map too.
- The Brush Builder. Draw a shape and it is already the brush. No exporting a PNG, no round trip through another app. The Brushes window also got a "None" tile, so picking a brush is no longer one way. Brush docs
- ZBrush-style brush gradients. Falloff you can shape, on any brush.
- Paint Hidden now answers in three states. White, gray and black: fully visible, partly buried, completely buried. It used to test one point per polygon and call the whole face, which made a half-sunk part a coin toss. Mesh diagnostics
Import and export
- Six new image formats. TGA, BMP, HDR, TIFF, EXR and PSD now load anywhere MechaPaint takes an image, through one shared decoder. PSD reads the merged composite; HDR and EXR come in tone mapped, as viewable images rather than lighting.
- Export settings moved out of the dialog. The format, Composite PNG, PBR or Roblox PBR, is now a property of your project in the Meshes sidebar, not a question asked on every press. Export docs
- Export stops asking twice. The first press picks a destination, every press after that overwrites the same set silently, with Export / Export As... on the caret exactly like Save.
- The export button lights up when your files are out of date and goes dim when they are current. Dim never means disabled, a dim press still exports in full.
- Hidden layers are never exported. A PNG now shows what the model shows. Your project file still keeps every layer.
- LightWave users get sensible folders. MechaPaint recognizes a content directory and opens image dialogs in Images, saves projects into Scenes, and points exports at where the LWO's textures actually are.
Painting
- Painting at low opacity makes the mesh actually see-through. Transparency now lives outside the layer stack, so alpha survives having an opaque layer underneath it. Layers
- A hidden layer can no longer be the paint target, so a stroke can never land somewhere you cannot see it. Hiding a layer also lights the Save button.
- Layers "..." now has Clear, which empties a layer without deleting it. Name, blend mode, opacity and stack position all survive.
- Undo stopped leaving a brush dab behind. Ctrl+Z could paint the hover preview onto the layer for real. Fixed. Undo and redo
- Depth and Relief do something again. The bump normal was always saturated, so both sliders were quietly doing nothing.
Interface
- The left tool dock scrolls on a short window. Drag it up and down, or use the wheel. Nothing drags when everything already fits.
- File shortcuts. Ctrl/Cmd + S, Shift+S for Save As, plus O, N and E. Projects
- The mesh picker's arrows stay put. They used to move every time the mesh name changed length, which meant cycling a 17-mesh model moved the button you were clicking.
- The key light marker turns with the light instead of facing you no matter where the light is, and it moves out of the way of the color picker.
- No more white OS menus. The Export As list, the bake source picker and the Ideal Texels bar all wear MechaPaint's dark theme now instead of Unity's light one.
- An export dialog no longer blanks your texture to get in front of itself, which looked exactly like losing your work at the moment you were deciding whether to save it.
- The Diagnostic Paint window got a real titlebar and a real resize corner, and Paint Issues now paints only the colors its own key explains. Undo takes the markings down with it.
Working on something and hit a wall? Come tell us in the MechaPaint Discord. Most of the items above started as somebody complaining there.