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MechaPaint / Every Feature

EVERY FEATURE

The whole toolbox, in one list

Wondering if MechaPaint does the one thing you need? Here is everything it does, grouped by job. Skim the section that matches your problem and find the tool for it.

PAINTING TOOLS

Putting paint on the surface

The core hands-on tools for laying color, strokes, and imagery directly onto the 3D model.

01

Brush

The core freehand brush, pressure-sensitive, with smooth tapered strokes that finish in a clean point, response curves and smoothing.

02

Eraser

Erase paint on the active layer with the same smooth stroke engine as the brush, and a live footprint preview.

03

Line Tool

Draw straight lines that wrap the surface, with full pressure and gradient support.

04

Eyedropper

Pick any color off the model, even mid-stroke, with a right-tap, and a before-and-after color preview.

05

Image Stamps

Paint with image tips, rotation, follow-stroke, and jitter. Photoshop .abr brush sets import directly, and any PNG or JPEG can become a brush.

06

Text on the Surface

Lay down text on the model using any font installed on your machine, or the stencil and military fonts built in. Text Path bends your words along a curve of dots and keeps them editable.

PBR PAINTING

Paint the material, not just the color

Six channels on every model, painted together or one at a time, all in the same window you paint color in.

01

Six Painted Channels

Base color, normal, metallic, roughness, ambient occlusion and height, each with its own layer stack, shown live on the model as you paint.

02

Channel Chips

Chips along the viewport pick which channels a stroke writes. Ctrl+click one to paint that channel alone, so you can glaze color over a surface and keep its relief.

03

Paint With A Material

Arm a PBR material and it goes on the brush. Every channel lands in register under one stroke, so a metal plate looks like metal the moment you paint it.

04

PBR Materials Library

Browse ambientCG, Poly Haven and my own MechaPaint materials right in the app, fill a layer or paint with one, and write the credits out with your export.

05

Bump And Edge Normal

Raise or carve height and normal with the brush, ZBrush style. Edge Normal paints a chamfer into the normal map at the width you set in real units.

06

Reveal Metal

The Wear brush chips paint off the edges and writes color, metallic and roughness together, so the bare metal underneath shines like bare metal.

07

Photo To Material

PhotoPBR turns one photograph into all six channels, with de-lighting and tiling repair, on a new layer ready to paint with.

08

Moisture And Space Metal

Moisture gives a surface the wet look. Space Metal gives starship hulls their sheen, glint and rim light, with seven presets and an export kit for Blender, Unreal, Unity and LightWave.

HARD SURFACE & MECHA

The details that make a machine look built

Panel lines, lightening cuts, bolts, vents and stripes, placed on the surface and written into the normal and height maps.

01

Mecha Line

Click a path across a plate and it becomes scribed panel linework. Heavy and thin lines mix in one bundle, with sharp corners, step cuts, splits and swells.

02

Panel Rules

Mecha Line follows a real panel line style guide. Every line keeps a direction, the busy detail gathers in one focus zone, and the step cuts have a shape you choose.

03

Skeleton

Select some faces, press Generate, and a lightened frame of bars and pockets is cut into the normal and height maps. Set the bar width, pocket depth, chamfer and color.

04

PBR Decals

Bolts, vents and hatches with every map in register. Drag one onto the model, rotate it, scale it, and save your own paint as a new decal.

05

Decals That Wrap

A decal folds over an edge or walks all the way around a part. Turn on 9-slice and it stretches as far as you like with crisp corners.

06

Track

A PBR strip brush bent along a path of dots, with bezier handles. Racing stripes, weld beads, belts and rims follow every bump.

07

Beveled Panels

Select an area and press Shift+Delete to raise or sink it as a beveled panel in the height and normal maps.

08

Stencil Fonts

Text decals and Text Paths come with stencil and military fonts built in, for NO STEP, unit numbers and hull markings.

WEAR & WEATHERING

Ten years of use, in one drag

Brushes and bakes that age a model the way real objects age, from the outside in.

01

Sandpaper

Wears the paint away the way real paint goes: corners first, then edges, then flats. Chipping breaks the edge into flakes, and Fine Line wears it down to a hairline.

02

Dirt And Dirt All

Brush grime into the crevices, or cover the whole model in one click. It can read the part's normal map too, so painted panel lines collect dirt.

03

Smart Wear, Grime, Edge Wear

Bakers that age the whole model, each on its own layer, with region windows that bake only the part you choose.

04

Generator Window

See curvature, occlusion and thickness right on the model, and run mask generators such as Ground Dirt, Dripping Rust and Fiber Glass Edge Wear as preview layers.

05

Streak

A gravity smudge that pulls paint downhill into drips, for rust runs and rain stains.

06

Color Breakup

A painterly brush option. Every dab shifts a little in hue and value, warm in the lights and cool in the darks, for the hand-painted look.

FILLS & SELECTIONS

Covering ground fast

Fill whole pieces, screen regions, or connected geometry in a click instead of a thousand strokes.

01

Paint Bucket

One click fills a whole connected piece, solid color or a triplanar pattern.

02

Poly Fill

Flood-fill triangles directly under the brush sphere.

03

Region Fill

Lasso a screen area, marquee, polygon, circle, or rectangle, and fill the faces inside it.

04

Live Regions

Save a Region Fill to a library and re-open it later with its camera restored.

05

Select Connected

Click a piece to select every polygon joined through a shared edge, then paint only there.

06

Two-Color Gradients

Paint a start-to-end gradient with the bucket, line, and brush, linear or radial.

SYMMETRY & CLONING

Paint once, get it twice

Mirror work across the model, copy detail from place to place, and keep strokes from bleeding through.

01

Symmetry

Paint one side, watch both update, true mirrored reflection across X or Z.

02

Mirror Brush

Brush the mirrored albedo from the other side of the symmetry plane, only where you want it.

03

Whole-Layer Symmetrize

Mirror an entire layer in one move to fix asymmetric damage.

04

Clone Stamp

Sample detail anywhere on the mesh and paint it anywhere else, in 3D.

05

Ghost Tool

Hide faces you don't want to paint through, so strokes never bleed onto the far side.

REFERENCES & PROJECTION

Working from an image

Bring outside artwork in as reference, project it onto the mesh, or lift just the detail you want.

01

Reference Images

Drop any image in as a floating reference window, by paste, drag, or import.

02

Projection Painting

Project a reference image straight onto the mesh from the current view.

03

Extract Details

Transfer only the dark detail, screws, seams, panel lines, from one image onto your paint, keeping its color.

LAYERS & COLOR

Non-destructive, like Photoshop

A full layer stack per submesh, deep undo history, and a color picker with saveable favorites.

01

Layers

A full non-destructive layer stack per submesh: hide, fill, merge, recolor, and import into any layer.

02

Undo & Redo

A Photoshop-style history with a hard floor, it can never erase your imported base texture.

03

Color, Swatches & Favorites

A viewport color picker with saveable favorites, solid colors and whole gradients.

UV REPAIR

When the map is the problem

Fix seams, rebuild broken unwraps, combine loose sub-meshes, and watch it all on the flat map.

01

Seam Fix

Strokes that cross UV island edges are dilated past the seam, no hairline gaps.

02

Rebuild UVs

Generate a fresh, clean UV unwrap in one step, and keep your paint.

03

Combine + Unwrap

Merge dozens of tiny sub-meshes with no UVs into one atlas, then paint it as one object.

04

UV / Texture Panel

Watch strokes land on the flat map in real time, and toggle UV / wireframe overlays.

05

Mesh Diagnostics

For when something is wrong and nothing will tell you what, a panel that finds it.

BAKING & PATTERNS

Depth, shadow, and repeating surface

Bake light and wear into the texture, and build tiling materials that wrap the model in world space.

01

Ambient Occlusion Bake

Contact shadows in every crease, seam, and recess, computed from the mesh and written straight to the texture.

02

Lighting Bake

Set your key and ambient lights, then bake that lighting into the map for engines with no lighting of their own.

03

Dirt & Edge-Wear Bakes

Add grime and worn edges along hard geometry, with region tools to aim wear exactly where you want it.

04

Pattern Builder

Dial in tiling, rotation, and scale, then project the pattern in world space so it wraps seamlessly, however the UVs were cut.

VIEWPORT & LIGHTING

Seeing the model clearly

Orbit, snap to any face, lock the camera for critical strokes, and check paint under adjustable light.

01

Orbit Camera & Navigation

Orbit, pan, and zoom naturally, with an Alt/Cmd navigation gate so you never paint by accident. Ortho and perspective, plus a camera lock for stroke-critical work.

02

View Cube & Face Tool

Snap head-on to any axis, or click a face to look straight at it.

03

Camera Memory

Tools remember your camera position, so you can pick up right where you left off.

04

Lighting Preview

Check your paint under adjustable key and ambient light, with ambient occlusion baked live.

ANIMATION

Paint it while it's moving

Bring in an animated model and paint directly on it mid-motion, the only honest way to see how a texture holds up when the mesh deforms.

01

Paint on Animated Meshes

Scrub to any frame, stop on the pose you care about, and put paint on the surface exactly as it will be in motion.

02

Lock a Pose and Work

Hold the model on any frame and paint it like a static mesh, with every brush, stamp, and fill available. Release it and the animation picks up where it left off.

03

Catch Stretching Early

Paint on the pose where a logo smears or a fold breaks, fix it there, and know it holds through the whole cycle.

ROBLOX & POLYTORIA

Dedicated avatar tools, not a workaround

Purpose-built support for avatar items: the official bodies are built in, template layouts are understood, and export produces a file the site will accept.

01

Official Avatar Bodies

Load the official Roblox or Polytoria body with one click and paint on the character itself, no hunting for a reference mesh.

02

Paint the Body, Not the Template

Paint on the actual 3D body and let MechaPaint work out which template rectangle each stroke belongs in.

03

Upload-Ready Export

One click writes a correctly laid-out template PNG, sized and positioned the way the platform expects.

04

Seam-Free & Recolorable

Painting in 3D removes template boundaries, so patterns run cleanly around a limb. Recolor or swap a logo to spin out a whole colorway.

GENERATORS

Fur, scales, vines and cloth

Surfaces that would take a week by hand, grown straight onto your model and then painted like anything else.

01

Fur Factory

Grows short fur on the model, with color, normal and height. Draw Hair Brush lines from root to tip and the fur lies along them.

02

Scale Factory

Lizard, snake, crocodile and dragon scales, overlapping or granular, with twenty presets and reptile palettes, grown onto the model with real height.

03

Vine Path

Drop a few guide dots and ivy grows along them, climbing and wrapping around the model. Nudge a dot and the vine regrows.

04

Fabric

Put any pattern on a rug, a round rug, a flag or a curtain. See it flying, on a floor or in a window, then export it as OBJ and PNG.

05

Pattern Maker

Seamless tiles from a photo or from noise, cells, stripes, dots and checkers, ready to paint with.

06

Photo To Model

PhotoMesh turns a photo into a solid textured model. LightMesh turns a picture into a relief for printing.

REAL-WORLD COLOR

Colors you can actually buy

For miniature painters, model kit builders and anyone who wants the screen to match the bottle.

01

Real Paints

Over 13,000 real hobby paints from 38 brands as a color picker. Match The Brush finds the closest paint to any color on your model.

02

Barcode Scanner

Hold a paint bottle up to your webcam, or use a USB scanner, and that paint becomes your brush color.

03

Paint List

Every real paint used in your project, most used first, grouped by brand. Copy it, or save it as a shopping list.

04

Palette Lab

Twenty-four palette generators, from color research to fractals to skin tones. Click a swatch and it is your brush color.

STAYING IN THE FLOW

Less hunting, more painting

The small things that keep your hand on the pen.

01

Quiver

Press Space and your last tools, colors and brush sizes fan out around the pen. Tap one and keep painting.

02

Feature Search

Press Ctrl+K and type what you want. Every feature in the app is one search away.

03

Tutor

Ask a question in plain words. The Tutor answers from the manual, and its buttons take you to the right control.

04

Art Critic

Check your painting the way a painter does: value map, squint test, contrast map, edge map and value groups, right over the model.

MEASURE & PRINT

Real sizes, ready for the printer

Tools for people whose models end up as real objects.

01

True Scale

Gradus Adeptus sets the size from a photo of a coin, card or battery. Calibrate sets it from an object in the scene. Export STL, GLB or FBX at real size.

02

3MF From Your Slicer

Bambu Studio, Orca and Prusa multi-part 3MF files open straight in, along with STL and PLY.

03

Retopo And Atomic Weld

Retopo builds a clean mesh over a messy one. Atomic Weld pulls every point under the brush together into one.

04

Measure

A ruler on the model that reads in metric or imperial, using your calibration.

IMPORT, EXPORT & SETUP

Getting in and getting out

Bring meshes and textures in, write clean maps out, and set up your pen and interface, originals never touched.

01

Mesh Import & Management

Drag in a mesh, existing textures load, every material slot becomes paintable, nothing on disk changes.

02

Exporting Textures

Write clean PNGs, per submesh or whole model, merged or separate layers, at your chosen resolution. Originals never touched.

03

Projects

Save, reopen, and update working sessions as single .mpaint files, with a recents list.

04

Pen & Tablet Calibration

High-frequency pressure sampling with per-user calibration for clean, natural strokes.

05

Welcome & Interface Scale

A startup greeting with quick interface-size presets and links to help.

FILE FORMATS

It probably opens what you have

Drag it on, or use the file dialog. LightWave objects are read natively, every version from 6.0 to 2025, each surface arriving as its own paintable submesh.

01

Models In

FBX, OBJ (with MTL), LWO (LightWave LWO2 and LWO3, every save from 6.0 to 2025, native), USD (.usd, .usda, .usdc), glTF, GLB, DAE (Collada), STL, PLY, 3MF.

02

Animation In

FBX, DAE, glTF, GLB, BVH, loaded onto a rigged model already on screen, so you can paint it mid-motion.

03

Images In

PNG, JPG, JPEG, PSD, TIFF, TGA, BMP, EXR, HDR, as base textures, layer contents, stamps, patterns, or floating references, from disk, drag-and-drop, or the clipboard. A photo can also become a paintable mesh or a flat canvas.

04

Brushes In

ABR Photoshop brush sets imported directly, plus PNG, JPG, JPEG, PSD, TIFF, TGA, and BMP images used as brush shapes.

05

Fonts In

TTF, OTF, any font installed on your system.

06

Projects

.mpaintz, one file holding your meshes, every paint layer and PBR channel, masks, selections, decals, paths, references and notes, saved and reopened without loss.

07

Textures Out

PNG or TGA, merged or per-layer, per-submesh or whole model, at your chosen resolution. Export a flat color texture or a full PBR set named for Unity URP and HDRP, Unreal, Godot, glTF and Blender, Roblox or Substance. UDIM models export as tile sets. Panoramas write back out as cube faces, an equirectangular image, or a 4x3 cross.

08

Geometry & Platform Out

FBX, GLB with the whole PBR material inside, OBJ with MTL, STL for printing, or LWO, with rebuilt or combined UV maps and per-engine orientation presets, and correctly laid-out Roblox clothing, the R15 Studio body kit, and Polytoria clothing and face templates, ready to upload.

PLATFORM & DETAILS

The fine print, minus the pain

What it runs on, what it costs, and which material channels it paints.

01

App Type & Platforms

A standalone 3D art application that runs on its own, no engine required. Runs on Windows and macOS.

02

Input

Mouse, or a pen tablet with high-frequency pressure sampling and per-user calibration.

03

Material Channels

Base color, normal, roughness, metallic, ambient occlusion, and height, each with its own layer stack. Pick a material and paint with it like a color, and all six channels go down under the same stroke. That is not something I have found anywhere else. Of course, it only matters because it means a metal plate looks like metal the moment you paint it.

04

License

One-time purchase, perpetual, with a year of free upgrades. The download is the full application, every tool, with exports watermarked until you buy.

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