Features
Everything you need, nothing you don't
A complete texture painting toolset without the bloat of a full DCC suite.
- PBR Material Painting One stroke writes base color, roughness, metalness and a tangent-space normal map at once and in register. Eight material presets included.
- Direct 3D Surface Painting The brush is a 3D projector, not a sphere, so it never bleeds through thin walls or paints geometry hidden behind what you're aiming at.
- Multi-Piece Texture Sets Every object in the model gets its own layer stack, resolution, undo history and exported maps. Tab between pieces, or isolate one to reach inside it.
- Material Sets From Disk A folder of loose maps is grouped back into the material it came from. Substance, Quixel, Poliigon, ambientCG and Blender suffixes all recognised.
- Non-Destructive Layers Hide, reorder, adjust opacity, duplicate and merge, with live composite blending and layer masks that only multiply where you stack them.
- Effects Brush Blur, sharpen, smudge and pixelate paint that's already down. It filters every channel a layer carries, so a soft stroke isn't razor-sharp underneath.
- Screen-Space Stencil Load a PNG that floats on the viewport, the Mari/Mudbox workflow. Paint through it, or stamp the whole image on as a decal in one pass.
- Pen Pressure & Line Snapping Stylus pressure drives size and opacity independently. Shift+click connects the last dab with a line that follows the surface instead of tunnelling through it.
- Symmetry Mirror Painting Mirror every stroke, stamp and fill across the model's X, Y or Z axis in real time, with a guide plane showing exactly where it lands.
- Edge Wear & Crevice Dirt Two procedural generators with live 3D preview. Wear chips exposed ridges; Crevice settles grime into interior folds. A Smoothness dial trades noise for clean AO.
- Import Your Existing Maps Bring a model in with its base color, roughness, metalness, normal or packed ORM. Sibling files are detected automatically and ORM is unpacked on load.
- Export Wizard Per-piece files or one shared-UV atlas, channel toggles and presets, packed ORM, and a 1K/2K/4K override. Drop straight into Godot, Unity, Unreal or Blender.




Workflow
Model in, textures out
Three steps, no project setup ritual, no asset database to feed.
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Import
Drop in a .glb, .gltf or .obj and pick a resolution from 512 to 8192. Existing maps come along: sibling textures are found for you, and packed ORM is unpacked on load. Or start on a UV sphere or unwrapped cube.
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Paint
Brush, stamp, fill, line, effects and stencils, all channel-aware. Every separate object is its own texture set with its own layers and undo, so nothing bleeds between parts.
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Export
Ctrl+E writes per-piece maps or a single shared-UV atlas: base color, roughness, metalness, normal and packed ORM, at native resolution or rescaled.
Get MeshCoat
Free, open source, and yours to keep. Builds for every desktop platform, published straight from CI.