Base color · Roughness · Metallic · Normal · Height

Your texturing studio lives in a browser tab.

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.

3,000+ artists in 123 countries · 3,415 CC0 materials and 343 models included.

material library
The Mixos material library — a searchable grid of PBR material spheres with a large 3D preview and its channel maps.
Ray · path-traced
A brass lantern rendered with the Mixos Ray path-traced preview, beside its render-settings panel.
mixos.io/editorA red jerry can textured in the Mixos editor, its shaded 3D view beside the live UV layout, with the layer stack and material controls.

Featured on

  • BlenderNation
  • CG Channel
  • School of Motion
  • Three.js Resources
  • modelinghappy
  • askNK

The Mixos suite

The whole pipeline, in one tab.

Sculpt form in Mold, assemble and model it in Studio, texture it in Paint — a model moves between them in both directions without losing its texture. Blend and Auto are focused companions that hand their result straight to Paint.

Paint

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.

Mold

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.

Studio

Beta

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.

Companion tools

Blend

Material mixer

Feeds Paint

Stack and height-blend PBR materials into a seamless, tileable surface — no mesh, no UVs, no setup.

Auto

AI auto-texture

Feeds Paint

Describe a look in one prompt and Auto textures your whole model — editable PBR maps, projected over the real geometry.

Maps that drop into

  • Cinema 4D
  • Blender
  • Unreal
  • Unity
  • Godot
  • Houdini
  • Maya
  • glTF

See it in action

A walkthrough, from someone who tried it.

Creator askNK took Mixos for a spin and walked through it start to finish.

Video by askNK — go subscribe for more.

The toolkit

Paint, layer, and mask — the way you texture.

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.

A carved wooden elephant being hand-painted in Mixos: a soft brush lays a green stroke across its flank, with the paint layer sitting above the base material in the stack and a panel exposing the brush's color, opacity, flow and per-channel paint settings.
Paint color, height, roughness & metallic — right on the mesh
A wooden table in Mixos with a Brown Mud Rocks smart material masked to its worn edges: the Masks panel exposes an Edge Wear generator with amount, edge size, contrast, chipping and crevice controls, stacked over a hand-paint layer.
Smart masks add edge wear, grime & curvature — procedurally
A red barrel in Mixos with a faded warning-sign decal being placed on its surface via an on-mesh transform gizmo, with the decal's size, source and color controls in the panel and a community decal library on the left.
Drop on decals, logos & stencils — place, scale, rotate

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

Stack / blend / isolate

Mix layers & masks

Stack blendable layers and isolate them with masks. Mix in materials — metals, paint, stone, leather, wood, fabric — by dragging them onto the stack.

  • Blendable layers
  • Mask compositing
  • Drag-in materials

Prompt to material, mask & brush

Generate with AI

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.

  • 3D model generator
  • PBR material generator
  • Masks, brushes & decals

AI generation

Describe it. Get something you can actually edit.

Every generator hands back a working asset, not a picture of one — a UV-unwrapped mesh you can paint on, five separate PBR channels, an alpha you can stamp with. Each example below is a real, unretouched generation, shown with the prompt that made it.

a weathered brass diving helmet with rivets and a cracked glass porthole — generated as a 3D model from that prompt and shown in the Mixos viewport with its generated PBR textures applied.
3D model

a weathered brass diving helmet with rivets and a cracked glass porthole

A textured, UV-unwrapped .glb — so it lands in the editor paintable, with its generated maps already broken out as editable layers. No re-unwrap, no blank canvas.

“High detail” tier (Pro) · 180s

PBR material

oxidised copper roof panel with green verdigris and rain streaks

One prompt, five real maps — not one image with the other four guessed from it. It exports as a standard map set for Blender, Unreal, Unity and C4D, and in the node editor the same generation arrives as five wired nodes, so you can put the roughness through a Levels or blend the albedo with grunge.

Five 1024² channels · 150s

The base color map of the generated materialBase color
The normal map of the generated materialNormal
The roughness map of the generated materialRoughness
The metallic map of the generated materialMetallic
The height map of the generated materialHeight
Seamless texture generated in Mixos from the prompt “cracked desert clay with dried mud plates”
Seamless texture

cracked desert clay with dried mud plates

Tiles seamlessly on all four edges

Weathering mask generated in Mixos from the prompt “heavy edge grime and dust buildup”
Weathering mask

heavy edge grime and dust buildup

Drives where a layer shows through

Alpha brush tip generated in Mixos from the prompt “peeling paint flakes”
Alpha brush tip

peeling paint flakes

Stamps as an alpha, straight onto the mesh

Decal generated in Mixos from the prompt “a stencilled warning triangle, scuffed and half worn away”
Decal

a stencilled warning triangle, scuffed and half worn away

Place, scale and rotate it on the surface

Only generation spends credits — painting, layering, masking, baking and live preview never touch them. Every plan can generate, and a free account starts with a trial pool; Pro and Max add 2K materials and the two highest-fidelity 3D engines, including the one above.

Mold ↔ Paint

Change the sculpt after you've textured it.

Texture a model in Paint, 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.

  • Layers return byte-identical
  • Nothing is reprojected
  • Full density comes home
  • Multi-part models too
A marble bust in Mixos Paint wearing a layered brick material, the brick courses running unbroken across its face, shoulders and plinth, with the layer stack showing the material above the mesh's own base material.
Paint — textured
The same bust in Mixos Mold after sculpting has reshaped its base geometry. The brick courses have deformed with the new surface rather than sliding across it — every brick still sits on the part of the face it started on.
Mold — base reshaped

Node materials

Build a material out of nodes.

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.

  • ~30 nodes
  • Mesh maps as inputs
  • Published settings
  • It's just a layer
The Mixos node editor: a searchable node library on the left, a graph wiring a Billow Noise generator through Normal from Height into the Material Output's Base Colour, Normal, Height and Roughness inputs, and the resulting concrete material previewed live on a 3D sphere beside the Published Settings panel.

Path-traced preview

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.

  • Progressive — refines in place
  • Fast / Balanced / High quality
  • Physical depth of field
A brass oil lantern rendered live with the Mixos Ray path-traced preview — its glass, metal and inner glow lit entirely by the environment — beside the Ray Render panel with Fast, Balanced and High quality presets, sample count and denoise controls. Ray · path-traced

Live Link · desktop app only

Live Link to Blender, C4D and Unreal.

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.

  • Desktop app only
  • One-click plugin install
  • Auto Sync on every change
  • Two-way with Blender
Desktop app · Live Link intoBlenderCinema 4DUnreal
Mixos
An armchair being textured in the Mixos desktop app — leather cushions and wood frame, with the PBR channel strip below
Blender
The same armchair in Blender's viewport with the streamed textures applied to its material
Synced

Material library

Start from 3,415 ready-made PBR materials.

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.

  • Bricks290
  • Wood461
  • Stone354
  • Metal252
  • Tiles283
  • Concrete207
  • Paving255
  • Ground284
  • Fabric164
  • Leather58
  • Asphalt110
  • +8 more

Create from anywhere

Your studio travels with you.

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.

  • Desktop
  • Laptop
  • Chromebook
  • iPad
  • Phone

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.

Mixos Paint running in a browser on an iPhone: a marble bust in the 3D viewport, the 3D/2D/Split view switch, the channel strip for base color, normal, height, roughness and metallic, and the Layers, Assets, Mesh, Properties and View tabs along the bottom.
Paint, in Safari, on a phone

For education

Free for your whole class.

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.

  • Nothing to installIt runs in a browser tab, so there's no package for IT to approve and no lab image to rebuild.
  • Coursework built inPost a brief, collect hand-ins, mark the 3D model itself, export grades as CSV for your gradebook.
  • AI generation switched offHard off for classroom accounts — not a setting — so there's one answer for the whole department.
Apply for a classroom grantUp to 200 students · reviewed by hand
Marking a student's hand-in in Mixos: their textured 3D model on the left to rotate and inspect, with grade and written feedback fields beside it.
Marking a hand-in on the model itself

Pricing

Free to create. Pay when you ship.

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: Paint, Mold, Blend & Auto.

Free

$0forever
  • All 4 apps — Paint, Mold, Blend & Auto
  • The full editor — paint, mask, bake
  • Real-time WebGPU 2D + 3D preview
  • AI material, texture, mask & brush generators
  • 10 trial AI credits
  • Cloud save & sync
Start creating
Most popular

Pro

$6.99/ mo · billed monthly
  • Everything in Free, across all 4 apps
  • Export — maps + 3D model, up to 4K, watermark-free
  • 50 AI credits / month
  • 2K AI PBR material generation
  • Full PBR map sets
  • 25 GB cloud storage

Max

$13.99/ mo · billed monthly
  • Everything in Pro, across all 4 apps
  • 150 AI credits / month
  • 50 GB cloud storage
  • Priority AI generation

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

Pay once. Export forever.

One payment, no renewal, no expiry. Export stays unlocked across all four apps for as long as Mixos exists — whether you open it twice a week or twice a year.

  • 4K watermark-free export, forever
  • Every format — PBR maps, .glb, .usdz, FBX
  • All four apps + the desktop app
  • 20 GB cloud storage
  • 12 months of updates included
  • No AI credits — generation stays on the free tier
$79once

Compare: $59.88 a year on Pro, billed until you cancel.

After 12 months your licence keeps working and keeps exporting — only new features need a renewal.

For teams & studios

One bill, a shared library, pooled AI.

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

See team pricing

Teaching a class? Classroom grants are free — paid Mixos for your whole roster for the term, with nothing to install on lab machines.

Questions

Everything you might be wondering.

The honest answers to what artists ask before they switch.

Do I need to install anything?

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.)

Which 3D apps and engines does it work with?

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.

Is there a desktop app?

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.

How does a full 3D editor run in a tab?

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.

Can I texture on an iPad or phone?

Yes. Paint 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.

What is one-click Auto-Texture?

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.

What can I generate with AI?

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.

What are AI credits used for?

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.

Can I bring my own meshes and images?

Yes. Import your mesh (GLB, glTF, FBX, OBJ) to paint and bake on it, and bring photos or scans as material sources.

What happens to my texture if I change the model after painting it?

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.

Is it free?

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.

Mixos

Get started

Open a tab. Start texturing.

No download, no setup, nothing to license. Auto-texture your first model and build real PBR materials in minutes.