Texture & mask painting
Paint on the model
Brush detail straight onto the mesh: brush modes, alpha stamps, and projection painting — for both the texture and the masks that place it.
- Brush & stamp modes
- Color-ID masks
- Cross-seam projection
Base color · Roughness · Metallic · Normal · Height
Import your mesh, paint layered PBR materials, export 4K maps. Save once and your project syncs to your account — reopen it on any machine. Free to start, no install.
Featured on BlenderNation, CG Channel and School of Motion.
2,500+ artists in 116 countries · 3,415 CC0 materials and 343 models included.
The Mixos suite
Sculpt form in Mold, texture it in Studio — the two apps a job actually lives in, and a model moves between them in both directions without losing its texture. Blend and Auto are focused companions that hand their result straight to Studio, sharing the same document.
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.
3D sculpting
Sculpt organic form directly on the GPU — subdivide, push, pull, and smooth clay with pressure brushes, then hand the mesh straight to Studio to texture. Pull it back later to reshape and the texture stays put.
Companion tools
Material mixer
Stack and height-blend PBR materials into a seamless, tileable surface — no mesh, no UVs, no setup.
AI auto-texture
Describe a look in one prompt and Auto textures your whole model — editable PBR maps, projected over the real geometry.
Maps that drop into
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, 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 a whole 3D model from a prompt, then texture it — complete tiling PBR materials, seamless textures, weathering masks, brush tips, and decals, every channel editable — or import a photo, scan, or your own mesh.
Mold ↔ Studio
Texture a model in Studio, send it back to Mold, reshape the base — and the texture comes back exactly where you left it. Mixos carries the UV mapping across instead of re-projecting the paint onto the new surface, so your layers are never resampled and never drift. The tenth trip costs what the first one did.


Node materials
Wire noise, warps, levels and blends into a graph and it authors every PBR channel at once, evaluated on your GPU as you drag a slider. Feed in your mesh's baked maps and the wear lands where the geometry says it should. Then publish the handful of parameters that matter as variables on the layer, so the finished material stays adjustable without reopening the graph.

Path-traced preview
The Ray toggle switches the viewport to a progressive path-traced render of the frame you're editing — bounced light, soft shadows, and glossy reflections across your whole layer stack. It refines in place while you tune quality, exposure and depth of field.
Ray · path-tracedLive Link · desktop app only
In the free desktop app, Live Link sends your maps to Blender, Cinema 4D, or Unreal each time they change — no export, no upload. With Blender it's two-way: send a model over, texture it, and the maps come back to the same object.


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. Bring your own, too — drop in a material folder, or a whole library of them, and Mixos sorts the base color, normal, roughness, metallic and height maps by filename.
Create from anywhere
The same editor runs in a browser tab on whatever you're sitting at — a workstation at the studio, a laptop on the train, a Chromebook at school, or an iPad on the couch. Start on one, pick it up on another: your projects live in the cloud, not on one machine.
Every surface needs a browser with WebGPU (Chrome, Edge, Arc, or Safari 18+). On iPad, Blend opens in its full desktop layout. AI Auto-Texture stays desktop-only — generation needs a desktop-class GPU.

For education
Classroom grants give an instructor and their roster the paid product for a term — at no cost. Assignments, hand-in and marking are built in, so a course doesn't need a second system bolted on beside the tool.

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 four apps: Studio, Mold, 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, 150 pooled AI credits per seat, and a single admin for seats & invoicing.
$15 / seat
billed monthly
Teaching a class? Classroom grants are free — paid Mixos for your whole roster for the term, with nothing to install on lab machines.
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. (If you want a native app anyway, there's a free desktop version too.)
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. The free desktop app goes further with a Live Link that streams your maps into Blender, Cinema 4D, or Unreal while you paint — no export loop at all.
Yes — Mixos for Mac is a free download (Windows is coming soon). It's the same live editor in a native shell that lifts the browser's limits: bakes on every core, native ML inference, full offline support, and the Live Link to Blender, Cinema 4D, and Unreal. One account covers the app and any browser.
WebGPU, the modern browser graphics API, gives Mixos desktop-class PBR rendering and GPU compositing — nothing to install, no compromise on the preview. There's even a progressive path-traced preview mode (the Ray toggle) for true bounced light and soft shadows, right in the tab.
Yes. Studio and the Mold sculpt tool run on iPad and phones with a touch-first layout — paint or sculpt with a finger or stylus while the panels reflow into slide-up sheets — and the Blend material mixer runs on phones too. You just need a browser with WebGPU (Safari 18+ on iPad and iPhone, or Chrome). Only AI Auto-Texture stays desktop-only, since generation needs a desktop-class GPU.
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: whole 3D models (textured, UV-unwrapped meshes you can paint on immediately), 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 and the two highest-fidelity 3D generators.
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. Generating a 3D model is the priciest at 4-16 credits depending on the generator, since 3D costs us several times what an image does. 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.
It survives. Send a textured Studio project back to Mold, reshape the base, and the texture returns byte-identical — Mixos carries the UV mapping across the trip rather than re-projecting your paint onto the new surface, so nothing is resampled and quality doesn't decay however many times you go back and forth. Most tools have to reproject here, which loses a little each trip; Substance Painter can't reapply 3D-view layers to a changed mesh at all. This works for multi-part models too, each part coming home on its own. If you re-unwrap the model in Studio while the sculpt is out, or change its topology so far that the old mapping no longer describes it, Mixos rebuilds the project instead — and duplicates your original first, so the texturing is never lost either way.
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.