
Studio
Scene assembly, modeling & animation
Assemble a shot: a real scene graph with parenting and transforms, polygon modeling on a half-edge core, and keyframe animation on a timeline — with an assistant that can drive all of it.
Sculpt · Model · Texture · Render · Export
Sculpt the form, model the scene, 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.
5,000+ artists in 137 countries · 2,669 CC0 materials and 343 models included.
The Mixos suite
Four apps, four jobs: Studio models precise geometry and assembles the shot, Paint puts materials on the surface, Mold pushes organic form like clay, and Logo builds a flat mark into extruded 3D layers to light and render. Work moves between Studio, Paint and Mold in any direction, and a model sent out to be reshaped comes back with its texture intact; a logo opens in Studio as the same scene file, not an import. Blend and Auto are focused companions that feed Paint.

Scene assembly, modeling & animation
Assemble a shot: a real scene graph with parenting and transforms, polygon modeling on a half-edge core, and keyframe animation on a timeline — with an assistant that can drive all of it.

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 Paint to texture. Pull it back later to reshape and the texture stays put.

AI 3D logo design
Turn a flat mark — your own, or one described to an AI — into real extruded 3D layers, then give it metal, glass or neon, light it, and render a still or a turntable. No CAD, nothing to install.
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
Material library
Bricks, concrete, metal, wood, stone, fabric and leather — each a full PBR set, free with every account — plus a community shelf of AI materials that grows every week. Drag one onto the stack, or drop in a library of your own. Or skip the library entirely and texture the whole model with AI from a written description.
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. On iPhone and iPad there's now a free app on the App Store as well, carrying all three apps with a touch and Apple Pencil layout. Start on one, pick it up on another: your projects live in the cloud, not on one machine.
Free, no account needed to start. iOS 26 or later.
In a browser, every surface needs WebGPU (Chrome, Edge, Firefox, or Safari 26+). 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 every app in the suite: Studio, Paint, Mold, Logo, 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.
No subscription
One payment, no renewal, no expiry. Export stays unlocked across every app for as long as Mixos exists — whether you open it twice a week or twice a year.
Compare: $71.88 a year on Pro, billed until you cancel.
Updates included for as long as Mixos ships them. Nothing to renew, nothing that lapses.
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.
Explore
Whatever you are switching from, building in, or trying to make — there is a page that answers it directly.
Switching from
Layered PBR painting with no subscription and no install.
Model, sculpt and texture in a tab, with a far shorter first hour.
Dynamic-topology sculpting that runs on hardware you already have.
Scene layout, materials and animation in the browser.
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, two ways. There is a free Mixos app on the App Store for iPhone and iPad, carrying Studio, Paint and Mold with a touch and Apple Pencil layout. Or open a tab and start with nothing to install — Studio, Paint and Mold all run on iPad and phones, with the panels reflowed into slide-up sheets, and the Blend material mixer runs on phones too. In a browser you need WebGPU (iPadOS or iOS 26 and later on iPad and iPhone, or Chrome elsewhere). 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, and what each one costs tracks what it costs us to run. A decal, weathering mask, brush, or texture starts at 1 credit; a seamless texture or a full PBR material is a few, and native 2K materials a little more. An Auto-Texture pass and 3D model generation are the priciest — 4-16 credits for a model depending on the generator — since both cost us several times what a single 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 Paint 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 Paint 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. Sculpt a form, block out a scene, and paint real PBR materials on it — moving between the apps without losing your work.