Sculpt · Model · Texture · Render · Export

Everything Mixos can do.

54 capabilities across 6 apps that share one library and one document, so a model moves between them without losing its texture. Every one of them runs in a browser tab, on the machine you already have.

Stage one

Model and assemble

Build the geometry and arrange the shot. Studio is the workspace; everything here is verified against the scene graph, the half-edge modeling core and the modifier stack.

Studio

A real scene graph

Parent objects into a hierarchy and transform them as one. Groups, nulls, lights and cameras are rows in an outliner you can search, filter, reorder and drag.

Studio

Polygon modeling

Extrude, inset, bevel, loop cut, subdivide, bridge, poke, dissolve, boolean and merge, on a half-edge core that rebuilds and validates the mesh rather than mutating it.

Studio

Non-destructive modifiers

A stack you can reorder, disable or delete at any point, with the original mesh untouched underneath.

Studio

Curves, splines and generators

Draw a path with the pen tool and drive geometry along it — sweeps, lathes and extrusions that stay editable as curves.

Studio

Cloners and effectors

Distribute copies across a grid, radius or curve and push them around with falloff effectors, without duplicating a single object by hand.

Studio

3D text with real fonts and bevels

Set type as geometry, in a font you choose, with a bevelled profile — not a texture of some letters.

Studio

UV unwrapping and an island editor

Cut seams, unwrap, and lay islands out on the sheet — with a dedicated UV workspace rather than an export to a second tool.

Stage two

Sculpt

Push organic form around on the GPU. Mold's engine displaces vertices on the same WebGPU device that draws the viewport, which is what keeps strokes responsive on dense meshes.

Mold

Pressure brushes

Draw, inflate, grab, flatten, pinch and crease with falloff, pressure and tilt — Apple Pencil and Wacom included.

Mold

Multiresolution subdivision

Take a base mesh into millions of triangles. Sculpt broad form low, step up to carve detail, and move between levels freely.

Mold

Dynamic topology

The mesh tessellates under the brush as you pull new form out of it, so resolution appears only where you are actually working.

Mold

Voxel and quad remesh

Rebuild a clean, evenly-tessellated surface when the topology stops cooperating — and a watertight one when the target is a slicer.

Mold

Stamp alphas and brush presets

Press detail in rather than carving it: stamp alphas for skin pores, scales, bark, leather, rivets and knits, plus named presets so a favorite setup is one click.

Mold

Masking and symmetry

Mask regions to hold them still, and mirror strokes across an axis or radially.

Mold

Reshape without losing the paint

Sculpt the base again after texturing and the model rebinds to the same UV atlas — the painted layers are never resampled, so the loop runs both ways.

Stage three

Texture and paint

Paint is the layered PBR texture painter, and Blend and Auto feed it. Everything here writes real map channels, not a flat picture baked into base color.

Paint

Paint straight onto the mesh

Brush modes, alpha stamps and projection painting that carries across UV seams — for the texture and for the masks that place it.

Paint

Non-destructive layers

Blend modes, opacity and per-channel toggles. Paint color, height, roughness and metallic independently, and switch any layer off at any point.

Paint

Paint in 2D and 3D at once

Split the view and work on the flat texture sheet beside the model — same brushes, same layers, both panes updating together.

Paint

Smart masks from the geometry

Edge wear, curvature, grime and cavity masks generated from the mesh itself, with amount, edge size, contrast and chipping as sliders.

Paint

Node-graph materials

Build a surface out of a graph when sliders run out, and reuse it across objects.

Paint

Decals and stencils

Place logos, warnings and stencils with an on-mesh gizmo — against the geometry, not against a flat UV sheet.

Paint

Selection tools

Constrain painting to a region rather than relying on a steady hand.

Blend

Height-blended tiling surfaces

Stack PBR materials and let height decide which one shows through — gravel settling into mortar rather than a soft cross-fade.

Blend

Procedural masks, no mesh required

Author a tileable surface on a plane or sphere with no model, no UVs and no setup, then hand the stack to Paint.

Paint

2600+ ready-made PBR materials

A CC0 library of metal, wood, stone, fabric and leather built in, plus 343 free models — drag one on and tune tiling and roughness.

Paint

A material shelf that keeps growing

Seamless PBR sets generated in Mixos with AI and published by the artists who made them land in the same library every week, behind their own Community filter.

Stage four

Light and render

The part of the suite that was hardest to find and is furthest along. The viewport path-traces the scene exactly as assembled — same lamps, same materials, same world.

Studio

Point, spot, directional and area lamps

Area lights in rectangular or disc form, with textures, and physical units that agree between the viewport preview and the final trace.

Studio

IES photometric profiles

Load a real IES file and get the manufacturer's actual light distribution, not an approximation of a cone.

Studio

Mesh emitters

Turn any surface into a light source — a strip, a screen, a neon shape — and have it emit into the trace.

Studio

Volumetric fog

A participating medium the light actually scatters through, for shafts and haze that respond to the lamps rather than being painted on.

Studio

HDRI environment and world

Image-based lighting and a background that are rows in the outliner rather than settings buried in a dialog.

Studio

Path-traced stills at full resolution

Re-accumulate a still from scratch at your output size and sample count, with a denoiser so a usable frame lands well before the count finishes.

Studio

Cameras you compose through

Real camera settings and frame guides, and a fast rasterized render when you want a full-resolution frame in under a second.

Stage five

Rig a character

Turn a static humanoid into something posable and animatable — verified against the rig command set, the humanoid fitter and the skin solver.

Studio

Auto-rig from a T-pose

Fit a 21-joint humanoid skeleton to an unrigged character and solve its skin weights in one step. Joint heights, arm span, shoulder width, crotch and ankles are measured off the mesh rather than assumed from a template.

Studio

Skinning that survives an assembled character

Weights solve through a volume field rather than across the triangle surface, so a character built from separate pieces — body, armor, hair, accessories — binds as one rather than tearing at the seams between them.

Studio

IK controls for posing

One command reads a humanoid skeleton and builds hand and foot targets, elbow and knee poles and a head look-at, grouped on the character. Nothing moves when it runs; afterwards, posing is dragging a control.

Studio

Bake IK to keyframes

Sample the solved chains across a clip into ordinary rotation keys — what an exporter reads, and what you hand-edit when the solve is close but not right.

Studio

A motion-capture library of 2500+ takes

Search the CMU motion-capture corpus by category, preview a clip running on your own character before committing it, and retarget it onto that character's proportions. Skeletons are matched by shape, so a rig whose bones are named in nobody's convention still maps.

Stage six

Animate

Keyframes, curves and rigs on a timeline that nests the hierarchy — verified against the animation track model, the clip importer and the frame-sequence writer.

Studio

Keyframe animation

Key transforms and parameters on a timeline, retime in the dopesheet, and shape interpolation in a curve editor with real tangents.

Studio

Clips and drivers

Keep separate takes apart as clips, and link one value to another for the relationships a keyframe cannot express.

Studio

Rigged and animated import

Drop in a Mixamo FBX or a GLB carrying clips and the skeleton decomposes into outliner rows with its animation on the timeline as ordinary editable tracks — bones are scene objects, retimed and re-curved like anything else.

Studio

Constraints

Aim, parent and follow relationships that hold as the scene moves, rather than being re-keyed by hand.

Studio

Render an animation out

Finished animation exports inside a GLB, or renders as a path-traced numbered frame sequence.

Anywhere in the pipeline

Generate with AI

Seven generators, and the thing that separates them from an image tool: every one returns something editable — real map channels, real geometry, a real layer in the stack.

Paint

Materials from a prompt

A full PBR set — base color, normal, roughness, metallic, height — added to the stack as a new layer.

Paint

3D models from a prompt

A textured mesh with real UVs that replaces the model in your viewport and saves to your library — geometry you can then sculpt and paint.

Auto

Texture a whole model in one pass

Describe a look and Auto projects it over the real geometry from every angle, returning editable PBR maps and a textured GLB.

Paint

Weathering masks, brush tips and decals

Generate the small assets a texture job actually runs out of, straight into your masks, brushes and decals.

Paint

Restyle a layer you already have

Rework an existing layer's texture from a description and get the result as a new layer, with the original intact.

Studio

Finish a framed shot

Generate repaints the frame inside your guides as a photograph, at the size and position you composed, with a dial for how literally the geometry is held.

Stage seven

Export and interoperate

Where the work leaves. Exporting is the commercial boundary — everything up to it is free on every account, and the formats below are what the export paths actually write.

Paint

Standard PBR map sets

Base color, normal, roughness, metallic, height, ambient occlusion, emissive and opacity, named for the engine you are handing them to, up to 4K.

Paint

Channel packing

Pack ORM and other channel combinations on the way out, so the maps arrive in the layout your target expects.

Studio

Models and scenes

GLB, glTF as a zip, or USDZ for Apple Quick Look. Whole scenes as a self-contained HTML page, a CMS embed snippet, a react-three-fiber component or a vanilla three.js module.

Mold

STL for 3D printing

Export the sculpt as STL, OBJ or GLB — with a voxel remesh that produces the watertight mesh a slicer wants.

Paint

Live Link to Blender, Cinema 4D and Unreal

Paint in the browser and watch the texture update on the model inside your DCC, without an export round trip.

Studio

Cloud library on every device

Save once and the project syncs to your account — start on a tablet, finish at a desk, and open it on any machine you sign in to.

Open a tab. Start creating.

Everything above is free to use. A paid plan is what takes the files out — so you can carry a project from empty to finished before deciding whether to subscribe.