Texture & mask painting
Paint on the model
Brush detail straight onto the mesh: brush modes, alpha stamps, stencils, and projection painting — for both the texture and the masks that place it.
- Brush & stamp modes
- Color-ID masks
- Cross-seam projection

Real-time PBR texturing, in your browser
Import a mesh, paint and layer production-ready PBR materials in real time, then export clean map sets for Cinema 4D, Blender, Unreal, and Unity. No download, no drivers, no license — open a URL and you are texturing.
Brand-new community — join early and we're happy to comp free membership for a while for genuinely great feedback.


The Mixos suite
Every surface job gets its own focused app — painting a model, mixing a tileable material, or auto-texturing with AI. They share one document, so work moves between them in a click.
3D texture painting
The full editor. Import a mesh and paint, layer, and mask production PBR materials directly on it — then export clean map sets for any engine.
Material mixer
Stack and height-blend PBR materials into a seamless, tileable surface — no mesh, no UVs, no setup. One click hands the stack to Studio.
AI auto-texture
Describe a look in one prompt and Auto textures your whole model — editable PBR maps and a textured GLB, projected over the real geometry.
Maps that drop into
Auto · One-click Auto-Texture
Auto imports your mesh, renders it from every angle, generates consistent materials from a few words, and projects them back onto your UVs — then hands you fully editable PBR layers to refine.
How it works
No setup, no pipeline wrangling. Import, texture, refine, export — all in the same browser tab, in minutes.
Drop in a GLB, glTF, FBX, or OBJ — or start from a library shape. It loads straight into the WebGPU viewport.
Describe a look for one-click Auto-Texture, or brush materials and masks on by hand. Mix in any of 2,600+ presets.
Stack blendable layers, isolate with masks, add edge wear and grime, and tune every PBR channel live.
Bake and export organized map sets up to 4K — base color, normal, roughness, metallic, height, AO — plus a .glb.
The toolkit
Brush detail right onto the mesh, stack blendable layers, and isolate them with masks. Pull in generated or library materials when you want a starting point.
Texture & mask painting
Brush detail straight onto the mesh: brush modes, alpha stamps, stencils, and projection painting — for both the texture and the masks that place it.
Stack / blend / isolate
Stack blendable layers and isolate them with masks. Mix in materials — metals, paint, stone, leather, wood, fabric — by dragging them onto the stack.
Prompt to material, mask & brush
Generate complete tiling PBR materials, seamless textures, weathering masks, brush tips, and decals from a prompt — every channel editable — or import a photo or scan. Then paint and weather over the top.
Seamless projection on any mesh — no clean UVs required.
One click lays down a full layered, pre-masked material.
Materials interlock by height — gravel beds into sand.
Procedural scratches, grime, and exposed-edge wear.
AO, curvature, thickness, and edge maps from your mesh.
Organized PBR map sets at production resolution.
Material library
Bricks, concrete, metal, wood, stone, fabric, leather and more — each a full PBR set. Drag one onto the stack, dial in tiling and roughness, or use it as a base to paint and weather over.


New · Blend
BetaBlend is the streamlined version of the studio — its material-mixing core on its own. Stack PBR materials on a plane or sphere, interlock them by height, mask the blend procedurally, and tune every channel. No mesh, no UVs, no setup — one click opens your stack in the full editor.

Why browser-native
Same production-grade texturing, delivered through a URL: nothing to install, always the latest version, and it runs on any machine — without the license seat or the workstation it's chained to.
Coming soon
Desktop appThe same Mixos studio, wrapped as a native app for Windows & macOS — launch straight to the editor, keep it in your dock, and work with local project files. The browser stays home base; the desktop app is just another door in.
We'll email you the day it's ready. No spam — and you can start texturing in your browser right now.

Pricing
The whole editor is free — you upgrade only to export production maps, keep a full project library, and generate with AI at volume. One account, one plan — every tier includes all three apps: Studio, Blend & Auto.
Credits are only for AI generation — about one per texture, weathering mask, brush, or decal, and a couple for a full PBR material or an Auto-Texture pass. Painting, layering, baking, and export never touch them.
For teams & studios
Per-seat plans with a shared team library, 150pooled AI credits per seat, and a single admin for seats & invoicing.
$15 / seat
billed monthly
What you need
If you can open this page, you can almost certainly run it.
Browser
Chrome, Edge, Arc, or Safari 18+
OS
Windows · macOS · Linux · ChromeOS
Graphics
Any GPU from the last ~6 years
Memory
8 GB RAM (16 GB for 4K)
The 3D editor renders with WebGPU— on a browser that doesn't support it the viewport won't start, so use a current Chrome, Edge, Arc, or Safari 18+. A connection is needed to load, sync, and generate.
Questions
The honest answers to what artists ask before they switch.
No. Mixos runs entirely in your browser — open the editor and you are texturing. No download, no drivers, no license server.
Any of them. You export standard PBR map sets — base color, normal, roughness, metallic, height, and opacity — plus a glTF (.glb) and baked maps like AO and curvature, so they drop straight into Cinema 4D, Blender, Unreal, Unity, Godot, Houdini, Maya, and any renderer.
WebGPU, the modern browser graphics API, gives Mixos desktop-class PBR rendering and GPU compositing — no native app, no compromise on the preview.
Describe a look in plain language and Mixos textures your whole imported mesh at once — rendering it from several angles, generating consistent materials, and projecting them back onto your UVs. Then you paint and refine on top.
From a text prompt: complete tiling PBR materials (real base color, normal, roughness, metallic, and height maps), seamless textures, grayscale weathering masks, alpha brush tips, and decals — plus full-mesh Auto-Texture. Every plan can use the generators; Pro and Max also unlock 2K material generation.
Only AI generation spends credits. A texture, weathering mask, brush, or decal is 1 credit; a full PBR material or an Auto-Texture pass costs a couple, and native 2K materials a little more. Everything else in the editor — painting, layering, masking, baking, and live preview — is always free and never touches your credits. A free account gets a one-time trial pool; Pro and Max refresh a larger pool every month.
Yes. Import your mesh (GLB, glTF, FBX, OBJ) to paint and bake on it, and bring photos or scans as material sources.
Yes — open the editor and texture for free, and a free account includes trial credits for the AI generators. Paid plans unlock high-resolution export, the project library, 2K material generation, and a refreshing monthly pool of AI credits.
Get started
No download, no setup, nothing to license. Auto-texture your first model and build real PBR materials in minutes.