Touch- and Pencil-first
Paint straight on the mesh with a finger or Apple Pencil while the panels reflow into slide-up sheets. A soft nudge notes it runs best on desktop, then gets out of your way.
3D texturing on iPad
The whole Mixos texture painter runs in Safari on iPad — no App Store install, no desktop tethered nearby. Paint PBR materials on your model with a finger or Apple Pencil, stack layers, mask with edge wear, and export the same render-ready maps you'd get on a workstation.

Paint straight on the mesh with a finger or Apple Pencil while the panels reflow into slide-up sheets. A soft nudge notes it runs best on desktop, then gets out of your way.
It's a browser tab, not a native app — open a URL in Safari and you're painting. No install, no purchase to author, no separate iPad version to keep in sync.
Export base color, normal, roughness, metallic, height, AO and a .glb — engine-ready map sets for Blender, Unreal and Unity, not only an AR file.
Start on your iPad on the couch, pick it up on your laptop later — cloud projects mean the file isn't stranded on one tablet, and one account covers both.
See it in action



Why Mixos
Serious 3D texturing has always meant a workstation — a big install, a GPU, and a desk. Mixos changes the surface it needs, not the workflow: the editor renders with WebGPU, which modern mobile Safari now supports, so an iPad Pro or Air runs the same non-destructive layers, procedural masks, smart materials, and projection painting you'd use on a desktop. You open a browser tab and paint on the model with touch or an Apple Pencil.
It reads as a native experience without being a native app. Below tablet width the desktop rails fold into slide-up sheets, brushes and stamps respond to the Pencil, and the 2,600+ material library, mesh-map baking, and edge-wear generators are all there. Because it isn't in the App Store, there's nothing to install or purchase up front, and there's no second codebase to fall behind the desktop one — it's the exact same editor.
The payoff is the export. Where an iPad illustration app hands you a textured USDZ for AR, Mixos hands you organized PBR map sets — base color, normal, roughness, metallic, height, AO — plus a .glb, so your tablet-painted asset drops straight into Blender, Unreal, Unity, Godot, Cinema 4D, Houdini, or Maya. Author for free; upgrade only when you need watermark-free high-resolution export and a cloud project library.
Yes. Mixos is browser-based, so you open it in Safari on iPad and paint — there's nothing to download from the App Store. Both the Studio painter and the Mold sculpt tool run this way; you just need iPadOS with Safari 18 or later (or Chrome) for WebGPU.
Yes — paint and sculpt with the Apple Pencil or a finger. Brushes, alpha stamps, and projection painting all respond to touch, and the panels reflow into slide-up sheets so the model stays front and centre.
Any iPad running iPadOS 18+ with Safari (or Chrome), which covers recent iPad Pro, Air, and standard models. The 3D viewport renders with WebGPU; on older iPadOS versions without it the viewport won't start.
Procreate lets you hand-paint colour, roughness, and metallic onto a model on iPad and export a USDZ — great for AR and the Apple ecosystem. Mixos is a full PBR pipeline: non-destructive layers, smart materials, procedural masks, mesh-map baking, AI generation, and export as standard engine-ready map sets, on iPad and desktop alike. See the full comparison on our Mixos vs Procreate page.
Standard PBR maps — base color, normal, roughness, metallic, height, opacity — plus baked maps like AO and curvature and a glTF (.glb), up to 4K on paid plans. The same export you'd get on a desktop.
No download, no setup, nothing to license. Auto-texture your first model and build real PBR materials in minutes.