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MechaPaint 2.0.8 Patch Notes

PolyShave, Layer Effects, one Library for everything, Blender files in and out, and a brand new Leaf starter. Here is everything I added and improved since 2.0.7 on October 23.

v2.0.8 / October 29, 2026

PolyShave, Layer Effects, one Library for everything, and Blender files in and out

New tools

  • Meet PolyShave. Brush over your model and its mesh thins out right where you paint, a little more with every pass. It builds clean quads as it goes and stops at the largest polygon size you set. When you are happy, Finish rebuilds the UVs and bakes the look of the original high detail model back onto the shaved one.
  • PolyShave Grid. Reduce a stroke into a tidy grid of quads that follows the flow of the surface, with a max cell size slider. New strokes lock onto the grid you already laid down, and corners stay clean when you brush them over and over.
  • Quad Flow. On a model that is already quads, PolyShave reduces while keeping the direction of your quads.
  • Quad Everything. One button in the PolyShave More... sidebar turns every triangle of the selected part into quads in a single undo step. On a 54,000 triangle test character it went from 399 leftover triangles to 55, and from 23 seconds to a third of a second.
  • Repair and Lines. Got a model that was all quads before it was triangulated? Brush over the rough spots and PolyShave tries again until the quads come back. Or tick Lines and draw orange guide lines on the model to show exactly which way the quads should run. On my test torus, one repair stroke brought back 100% of the original quads.
  • PolyShave works on any model, with or without UVs.
  • Wire Reveal. Paint the wireframe onto just the part of the model you want to see. A million polygon scan stays smooth because only the faces under your brush are drawn.
  • Layer Effects. Drop Shadow, Inner Shadow, Outer Glow, Stroke and Color Overlay on any layer, live and switchable. They work on Tracks, Vines, Decals and Text too.
  • Film. The sixth Layer Effect is real thin film interference, the soap bubble and oil slick rainbow, set by thickness in nanometers.
  • Rust Factory and Feather Factory. Rust and feathers built from a page of knobs, sent to a texture or a layer. Both can grow right on your model and follow the lines you draw with the Hair Brush.
  • ModularPBR Factory. Load any PBR set and pack it into one .mpbr file, with five example packs to start from. The .mpbr format
  • One Factory window. Fur, Scales, Rust and Feathers share the same window layout, and each generator reuses its own layer every time you run it.

New starting point: Leaf

  • New Project, Leaf. Pick a photo of a leaf and MechaPaint traces the outline for you, sets the cast shadow aside, and keeps the stem to use as a twig.
  • Edit Outline. Tweak the shape with the same clicks you use in Strata, then press Enter or Stamp Leaf to build it.
  • Stamp Leaf. You get a real two sided leaf with the photo on the front and back, optional thickness, and a twig shaped like the stem in your photo. Your paint carries over every time you stamp again.

The Library

  • One Library for everything you can pick. PBR materials, gradients, textures, reference images, stamps, brushes, real world paints and generator presets live in one searchable grid. It sits first on the right and opens at every launch.
  • Browse by row. With an empty search you see one row per kind: PBR, Gradients, Generators, Decals, Stamps and Real Paints. The Display menu narrows the grid and the search to one kind.
  • All of ambientCG. The Library now carries the full ambientCG catalog, about 2,000 materials, for roughly 2,900 PBR materials in all.
  • Instant lists. The material lists ship inside the app, so the Library fills the moment you open it. Thumbnails are saved on disk after the first view.
  • Little globes. Gradients and generator presets show on lit spheres just like the materials.
  • 84 sci-fi decals. Hazard stripes, stencil text, HUD marks, insignia, tech panels and battle damage, ready to stamp.
  • Settings from the logo. Click the MechaPaint head to open Settings.

Import and export

  • Open Blender files directly. Drop in a .blend from Blender 2.80 through 5.2 and every mesh comes in with its materials, UVs, quads and hidden objects. It works whether or not Blender is on your machine. MechaPaint for Blender
  • Export to BLEND. BLEND sits in the Export window next to FBX, GLB and OBJ. If your model came from a .blend, MechaPaint starts from your original file and changes only the painted materials, so your rig, lights and cameras stay right where you left them.
  • USDZ files open. Bring in .usdz packages from Apple tools and AR libraries.
  • LightWave PBR surfaces come in complete, including files MechaPaint exported and you touched up in LightWave.
  • FBX from an OBJ comes out at the right size. OBJ, STL and PLY models export to FBX at exactly the scale you brought them in.
  • Snow, Sand and Ice export cleanly to FBX, with their color, normal and smoothness maps written next to the file.
  • Drop a project to open it. Drag a .mpaintz onto the window and it opens.
  • Polytoria gets all ten body types. Action Figure, Action Figure (Slim), Athlete, Slim, Tubby, Robes, Pirate, Devoured, Spirit and the original. Swap bodies from the Body menu and your clothing and head paint come along. MechaPaint for Polytoria

Tracks, Text and Gradients

  • Tracks tile across. Turn a one lane road into two lanes, or pave a path of any width. Mirror and stagger the lanes too.
  • Tile by any amount. Count and Across take fractions like 1.3 or 0.75.
  • Tracks hug the ground under trees and past tall geometry.
  • Track channels on the corner chips. A loaded strip image paints color and stays with your project through save and reopen, and Tracks read .mpbr packs.
  • Multi-line Text Path with Left, Center or Right alignment and line spacing.
  • Synthwave gradients. Retro chrome lettering with a hard horizon line, plus a striped sun.
  • Gradient window. Use and Fill Layer close the window and drop a swatch for that gradient under your colors.

Viewing and modeling

  • Color Wireframe. In the View menu. Triangles show red, quads light blue and larger polygons purple, and one and two point faces stand out in white.
  • Instant wireframe. A PolyShave stroke updates just the wireframe it touched, right away.
  • Wireframe and Wire Reveal on every model, with or without UVs.
  • Info counts vertices and edges right next to the polygon count.
  • Seams. Mark Seams has its own dock button, marked seams save with your project, Shift+click takes off a whole run, and Ctrl+Z undoes your last seam gesture.
  • Roblox animations hold together. Every R6 and R15 clip keeps hands and feet on their joints, and rounded heads shade smooth.

Painting

  • Paint just Metal, Rough or Normal. Turn Color off in the channel bar and the brush paints only the channels you leave lit.
  • 2D mode draws faster. Each dab touches only the pixels that change, so even a 4K canvas feels snappy.
  • Brush Warm / Cool shifts your color all on its own.
  • Camera brush. Tiles keep the full quality of their source, and the projection preview sits right under your cursor.
  • Blur and paste stay local. A Blur dab or a paste changes just the spot you touched, and pasting respects the PBR tab exactly as you left it.

Terrain, LightMesh and PhotoMesh

  • Your starting point, top of the dock. When your scene came from Terrain, LightMesh or PhotoMesh, its tool sits at the top of the left dock so you can always get back to it in one click.
  • Terrain Info follows the top bar Info button.
  • Size presets with new proportions rebuild on the first press.
  • Hide Black. A flat clean bottom, Tracks, Vines and decals counted in, your layers kept, and Freeze Watertight follows it exactly.
  • Bridge wingwalls sit neatly at road height beside tall ground.
  • Resolution changes keep your look. Changing canvas or mesh resolution keeps your exposure, environment and materials.

Interface

  • Viewport tool row. Brush Orientation, Steep and Mirror sit next to the Gradient, PBR Material and Paint Color buttons.
  • Dock colors. Erase tools are bright green, and a new red Geometry group with PolyShave and friends sits after the vector tools.
  • Start window. It opens at every launch with a clean 3x3 grid of help icons.
  • Stylus friendly right click. A quick right click with a pen leaves the camera where it is. Hold it for half a second to pan.

Want the short version? See every update, newest first. Working on something and hit a wall? Come tell me in the MechaPaint Discord.