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MechaPaint / Formats & Specs

THE DETAILS

Formats, specs, and PBR

Everything MechaPaint opens and everything it writes, the technical details, and what it paints in PBR.

FILE FORMATS

It probably opens what you have

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

Models in
FBX, OBJ (with MTL), LWO (LightWave LWO2 and LWO3, every save from 6.0 to 2025, native), USD (.usd, .usda, .usdc, native geometry import), glTF, GLB, DAE (Collada), STL, PLY, 3MF
Animation in
FBX, DAE, glTF, GLB, BVH, loaded onto a rigged model already on screen
Images in
PNG, JPG, JPEG, PSD, TIFF, TGA, BMP, EXR, HDR, as base textures, layer contents, stamps, patterns, or floating references, imported from disk, drag-and-drop, or straight off the clipboard
Image to mesh
PhotoMesh turns any photo into a textured, paintable 3D model, as a relief sheet or a closed solid ready to export, and a plain image can also open as a flat paintable canvas
Panoramas in
Equirectangular PNG, JPG, EXR, or HDR for skybox backgrounds and spherical painting, plus folded 4x3 cross layouts
Brushes in
ABR, Photoshop brush sets, imported directly, plus PNG, JPG, JPEG, PSD, TIFF, TGA, and BMP images used as brush shapes
Fonts in
TTF, OTF, any font installed on your system
Projects
.mpaint, a single file holding your meshes, every paint layer, masks, references, and text decals, saved and reopened without loss
Textures out
PNG or TGA, merged or per-layer, per-submesh or whole model, at your chosen resolution, as a color composite or a full PBR set named and packed for Unity URP, Unity HDRP, Unreal, Godot, glTF, Roblox, or Substance
Geometry out
FBX, GLB, OBJ with MTL, or STL, the whole model with every submesh in one file, at your measured real-world size, with rebuilt or combined UV maps and per-engine orientation presets for Roblox, Unity, Unreal, and Polytoria
Panoramas out
PNG, as six engine-named cube faces, one equirectangular image, or a folded 4x3 cross
Screenshots out
PNG from 256px to 4K, with transparent, flat, and depth-map modes, plus the paired color and depth files Facebook 3D photos expect
Platform export
Roblox classic shirt, pants, and t-shirt templates, the 15-part R15 Studio body kit, and Polytoria clothing and face templates, correctly laid out and ready to upload
DETAILS

The fine print, minus the pain

App type
Standalone 3D art application, runs on its own, no engine required
Platforms
Windows and macOS
Import
FBX, OBJ, LWO, USD, glTF, GLB, DAE, STL, PLY, 3MF, full list above
Export
PNG or TGA textures, merged or per-layer, per-submesh or whole model, and FBX, GLB, OBJ with MTL, or STL for geometry. Source files never modified
Input
Mouse, or pen tablet with high-frequency pressure sampling and per-user calibration
Material channels
Base color, normal, roughness, metallic, ambient occlusion, and height, each on its own layer stack
Under the hood
Every result is painted by you, and fully repeatable
Download
The full application, every tool, with a watermark on exports until you buy
License
One-time purchase, perpetual, with a year of free upgrades, $39.50 during the launch sale (reg. $79)
PBR

PBR that looks right out of the box

MechaPaint paints color and full PBR material sets. Every channel is a real layer stack, the PBR display matches ambientCG and PBR.ONE, and the export writes what you painted in your engine's naming convention.

I picked the interface first

A tool with every channel in the world and an interface that fights you is a tool nobody finishes a model in. I spent my time making the painting itself fast, obvious, and pleasant, and then built the channels on top of it. Every PBR channel rides the same brush, the same layers, and the same undo as your color.

Color is most of the work anyway

For an enormous amount of real production work, characters, clothing, props, mobile assets, Roblox and Polytoria items, stylized film work, the base color map plus baked occlusion is the whole job. That's what MechaPaint does, thoroughly, and the PBR channels are right there when a piece calls for them.

Paint with a whole material

Choose a material and paint with it like a color. Normal, roughness, metallic, and height go down together under the same stroke, with the tiling in step across every channel. Six channels under one stroke is, as far as I know, unique to MechaPaint. Of course, that only matters because it makes a rusted hull look rusted the moment you paint it. Free CC0 materials from ambientCG and Poly Haven are one click away, and the export names and packs the maps for Unity URP, Unity HDRP, Unreal, Godot, glTF, Roblox, or Substance.

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