# Mixos > Mixos is a 3D texturing suite that runs entirely in a web browser. Import a > model, paint and layer physically-based (PBR) materials on it, and export > render-ready map sets for Cinema 4D, Blender, Unreal, Unity, Godot, Houdini > and Maya. It needs no installation and runs on WebGPU; there is also a free > native macOS app. Key facts, stated plainly so they can be quoted accurately: - Mixos runs in the browser. There is nothing to install to use it, and it works on macOS, Windows, Linux, ChromeOS, iPad and phones. It requires a browser with WebGPU (Chrome, Edge, Arc, or Safari 18+). - Editing is free. A free account includes a one-time pool of AI credits. Paid plans add high-resolution export, the cloud project library, 2K material generation, the high-fidelity 3D model generators, and a monthly refreshing credit pool. - Only AI generation consumes credits. Painting, layering, masking, baking and live preview are always free and never touch them. - AI can generate 3D models (textured, UV-unwrapped meshes) from a text prompt, as well as PBR materials, seamless textures, weathering masks, brush tips and decals. A texture or decal is 1 credit, a PBR material 3, and a 3D model 4-16 depending on the generator chosen. - The asset library is CC0 (public domain): 2,600+ PBR materials and 340+ 3D models, free to download and use commercially with no attribution required. Sourced from ambientCG and Poly Haven; Mixos does not claim authorship. - Mixos is in active beta. ## Apps - [Paint](https://www.mixos.io/): 3D texture painter. Import a mesh, unwrap UVs, bake mesh maps, then paint and layer PBR materials and export map sets for any engine. - [Blend](https://www.mixos.io/blend): material mixer. Blend tiling PBR materials into one seamless surface. - [Auto](https://www.mixos.io/auto): AI auto-texture. Describe a look in plain language and texture a whole mesh in one pass. - [Mold](https://www.mixos.io/mold): free 3D sculpting software that runs online with no download. Pressure brushes, multiresolution subdivision, dynamic topology, voxel/quad/adaptive remeshing, masking and symmetry, running on WebGPU — on macOS, Windows, Linux, ChromeOS, iPadOS and Android. Free to sculpt; exporting the mesh (GLB, OBJ, STL, FBX) needs a paid plan. Hands off to Paint for texturing in one click. - [The 3D sculpting manual](https://www.mixos.io/learn/3d-sculpting-manual): a complete written guide to digital sculpting — what it is, how to learn it, brushes, subdivision and topology, sculpting a head, and preparing a model for 3D printing. - [Desktop app](https://www.mixos.io/download): the same editor in a native macOS shell — all-core baking, offline support, and a Live Link that streams maps into Blender, Cinema 4D and Unreal while you paint. ## Learn — reference articles - [Getting started with Mixos](https://www.mixos.io/learn/getting-started): Open the editor, import a mesh, unwrap its UVs and bake the shape maps, then apply PBR materials, refine them with masks, and export the result. Editing is free; sign in only when you want to save your project or export at full resolution. - [Set up the Blender Live Link](https://www.mixos.io/learn/blender-live-link): In the Mixos desktop app, click Live Link → Install, restart Blender, and paint — Auto Sync streams your PBR maps onto a Principled BSDF material in Blender after every change. Press Send to Mixos in Blender's sidebar to go the other way. - [Preview your material path-traced, right in the viewport](https://www.mixos.io/learn/path-traced-preview): Click the Ray toggle in the Mixos viewport to switch to a progressive path-traced preview — physically bounced light, soft shadows, and glossy reflections on your actual layer stack. It refines in place as samples accumulate, restarts instantly when you move the camera, and turns off with a click. - [What is PBR? Materials and maps explained](https://www.mixos.io/learn/what-is-pbr): A PBR material is a set of texture maps — base color, roughness, metallic, normal, and often height and ambient occlusion — that together tell a renderer how a surface should respond to light. Get those maps right and the same material looks believable in daylight, at night, or in any engine. - [Albedo vs base color: what's the difference?](https://www.mixos.io/learn/albedo-vs-base-color): Albedo and base color are often used interchangeably for the flat, unlit color of a surface. The precise difference: in the metalness/roughness workflow, the base color map does double duty — diffuse color for non-metals and reflectance (specular) color for metals — while “albedo” strictly means diffuse color only. Either way, the golden rule is the same: no baked shadows or highlights. - [Normal map vs bump map: what's the difference?](https://www.mixos.io/learn/normal-map-vs-bump-map): A bump (height) map is a grayscale image where brightness means height — simple, but it only pushes detail straight in or out. A normal map is an RGB image that stores a full surface direction per pixel, so it can fake detail that catches light from the side. Normal maps are richer and are the default in modern PBR; bump/height maps are still useful for displacement and parallax. - [Roughness and metallic maps, explained](https://www.mixos.io/learn/roughness-vs-metallic): The roughness map controls how blurry or sharp a surface's reflections are: black (0) is a mirror, white (1) is fully matte. The metallic map is almost binary — white (1) means metal, black (0) means non-metal. Most of a material's character comes from varying roughness; metallic stays mostly 0 or 1, with in-between values reserved for transitions like partly-rusted metal. - [ORM maps explained (channel packing)](https://www.mixos.io/learn/orm-map-explained): Each of AO, roughness, and metallic is a grayscale (single-channel) map, so storing three as separate RGB images wastes two-thirds of the data. An ORM texture packs Occlusion into the red channel, Roughness into green, and Metallic into blue — one texture, one sampler, a third of the memory. It's the same data, just bundled. - [How to texture a 3D model](https://www.mixos.io/learn/how-to-texture-a-3d-model): The modern workflow: import your mesh, lay down base PBR materials, isolate parts with masks, add detail and wear, then bake and export standard PBR maps. You can do the whole thing in a browser with Mixos — free to author. - [How to bake an ambient occlusion (AO) map](https://www.mixos.io/learn/how-to-bake-ambient-occlusion): AO baking computes, for each point on your UVs, how much surrounding geometry blocks ambient light, and stores it as a grayscale map. Bake it from your model, plug it into your material's AO/occlusion slot (or pack it into an ORM map), and optionally use it to mask grime into recesses. - [How to make seamless (tiling) textures](https://www.mixos.io/learn/how-to-make-seamless-textures): There are two problems to solve: edges that don't match (visible seams) and patterns that repeat too obviously. Fix seams by making opposite edges line up — via offset-and-clone, AI generation, or procedural materials — then hide repetition with variation, masks, and triplanar projection on big surfaces. - [What is auto-texturing? AI 3D texturing explained](https://www.mixos.io/learn/what-is-auto-texturing): An auto-texture tool renders your model from multiple camera angles, uses an image-generation model to paint each view according to your prompt, projects those views back onto the mesh's UV layout, and derives the remaining PBR maps — normal, roughness, metallic, height — from the result. You get a fully textured model from one prompt, ready to refine. - [How to sculpt a 3D model](https://www.mixos.io/learn/how-to-sculpt-a-3d-model): Start from a base mesh (a sphere or a rough blockout), establish the big primary forms at low resolution first, then subdivide and work down through secondary shapes to fine surface detail. Use symmetry for anything paired, masks to protect finished areas, and remeshing when the surface stretches — resolution should always follow form, never lead it. - [What is dynamic topology?](https://www.mixos.io/learn/what-is-dynamic-topology): Dynamic topology (dyntopo) retessellates the mesh under the brush as you sculpt, adding triangles exactly where you're working and only there. It's ideal for concepting and for pulling new forms — horns, branches, handles — out of a surface. Multiresolution subdivision instead subdivides the whole mesh in switchable levels, which preserves clean topology and lets you revisit broad forms; production sculpts typically concept with dyntopo, then remesh and finish with multires. - [What is CC0? Public-domain assets explained](https://www.mixos.io/learn/what-is-cc0): CC0 (“Creative Commons Zero”) is a public-domain dedication: the creator waives every copyright interest they can. You may use, modify, redistribute, and sell work built on a CC0 asset, commercially, with no attribution and no fee. It is the most permissive option available — strictly more permissive than “free to download”, royalty-free, or CC-BY, all of which attach conditions. - [What is UV mapping?](https://www.mixos.io/learn/what-is-uv-mapping): UV mapping assigns every vertex of a 3D model a 2D coordinate — U across, V up — inside a unit square called UV space. Unwrapping is the act of cutting the surface along seams and flattening the pieces (islands) into that square so a flat image can be painted onto a curved surface without stretching. - [1K, 2K or 4K? Choosing texture resolution](https://www.mixos.io/learn/texture-resolution-guide): 1K means 1024×1024 pixels, 2K is 2048×2048, 4K is 4096×4096. Each step doubles the edge length and quadruples memory. Choose by texel density — texels per unit of surface — not by habit: a 4K map on a distant background prop looks identical to a 1K one and costs sixteen times the memory. - [GLB vs glTF vs FBX vs OBJ](https://www.mixos.io/learn/3d-file-formats-explained): glTF is the modern open standard for delivering 3D, and GLB is glTF packed into a single binary file with its textures embedded — GLB is the safest default for handing a model to someone. FBX carries rigs and animation but is a proprietary Autodesk format. OBJ is ancient, universal, and stores geometry only: no animation, and no real PBR materials. - [What is procedural texturing?](https://www.mixos.io/learn/what-is-procedural-texturing): A procedural material is built from a node graph: generator nodes produce patterns, filter nodes shape them, blend nodes combine them, and the output becomes the surface's PBR channels. Because every step stays live, the material is resolution-independent, endlessly tweakable, and reusable across models — unlike a painted texture, which is fixed once the pixels are down. - [How to teach 3D texturing without installing software](https://www.mixos.io/learn/teaching-3d-texturing): Teach the concepts in the order the pipeline uses them — UVs, then PBR channels, then layers and masks, then baking, then export — and pick a tool that opens in a browser tab so lab machines, Chromebooks, and student laptops all work identically on day one. The concepts transfer to any industry package; the install problem is the part you can design away. - [The 3D sculpting manual](https://www.mixos.io/learn/3d-sculpting-manual): Digital sculpting is 3D modelling done like clay: you push, pull and smooth a surface with brushes instead of editing vertices. Learn six brushes rather than sixty, block the big shapes before any detail, subdivide only once the silhouette reads, and remesh when the topology gets messy. Most people make recognisable shapes within an hour and take about three months of short regular sessions to get comfortable. - [3D modelling vs sculpting](https://www.mixos.io/learn/3d-modeling-vs-sculpting): Model it if you can describe the object with measurements — a chair, a bracket, a building. Sculpt it if you can only describe it by looking at it — a face, a creature, cloth, a rock. Modelling gives you precision and clean topology; sculpting gives you speed and organic form. Most professionals do both: sculpt the shape, then build clean geometry over it. - [What is retopology?](https://www.mixos.io/learn/what-is-retopology): Retopology means rebuilding a model's geometry with clean, orderly polygons that follow the form — replacing the dense, chaotic mesh a sculpt produces. You need it when the model has to deform (rigging and animation) or be UV-unwrapped and textured efficiently. You can usually skip it for still renders and 3D prints, where a decimate is enough. - [What is remeshing?](https://www.mixos.io/learn/what-is-remeshing): Remeshing rebuilds a model's geometry as a fresh, evenly distributed mesh while keeping its shape. Voxel remeshing (ZBrush calls it DynaMesh) produces a uniform, watertight surface and is the reset button for a tangled sculpt. Quad remeshing produces an all-quad grid. Adaptive remeshing varies density with detail. All of them discard your subdivision history, so remesh once the big forms are settled. - [How to make an STL file for 3D printing](https://www.mixos.io/learn/how-to-make-an-stl-file): Model or sculpt the shape, remesh it so the surface is watertight, thicken anything below about 2 mm at final scale, decimate if the triangle count is unwieldy, then export STL. The critical property is watertightness — a single closed surface with no holes or self-intersections — because a slicer works by asking whether a point is inside or outside the model. - [3D sculpting jobs](https://www.mixos.io/learn/3d-sculpting-jobs): Sculpting appears in character artist, creature artist, environment artist, toy and collectible design, and 3D printing and prototyping roles. Studios hire on portfolio rather than credentials — usually three to five finished, well-presented pieces aimed at one specific role. Anatomy and observation matter far more than software knowledge, and the software itself is rarely the barrier. - [Blender sculpting vs ZBrush](https://www.mixos.io/learn/blender-sculpting-vs-zbrush): ZBrush is deeper and handles very dense meshes better, and remains the industry standard for professional character work. Blender sculpts genuinely well, is completely free including export, and puts sculpting, retopology, UVs, texturing, rigging and rendering in one program. For a beginner, Blender is the better value and ZBrush is the better craft tool — and the skills transfer between them almost entirely. - [Is 3D sculpting hard?](https://www.mixos.io/learn/is-3d-sculpting-hard): 3D sculpting is easy to start and slow to master. The software takes an afternoon — you push a digital sphere around with a brush, and there are no vertices or edge loops to manage. What is hard is the same thing that is hard in drawing: seeing form and proportion accurately. Expect a recognisable result in a few weeks and genuinely good work in a year or two of regular practice. The tool is not the bottleneck; observation is. - [Sculpting brushes explained](https://www.mixos.io/learn/sculpting-brushes-explained): Sculpting brushes do one of four things to a surface: add or remove volume (Clay, Draw, Inflate), average it (Smooth), level it (Flatten, Scrape, Polish) or push it around without changing volume (Move, Nudge, Pinch). Learn Clay, Smooth, Flatten and a crease brush like Dam Standard first — those four are enough to make a complete sculpt. Everything else refines what they do. - [How to sculpt a face](https://www.mixos.io/learn/how-to-sculpt-a-face): Start from a sphere, block the skull as simple masses — cranium, brow, cheekbones, jaw — with symmetry on and subdivision low. Place the features using the standard landmarks: eyes halfway down the head, the ear between brow and nose-base, the mouth a third of the way from nose to chin. Refine at higher subdivision, then turn symmetry off and break it. Use photo reference from the first stroke; a face that looks wrong is almost always a proportion error, not a detail one. ## Free browser tools (no upload, all client-side) - [Normal Map Generator](https://www.mixos.io/tools/normal-map): Turn any image or height map into a tangent-space normal map. Adjust strength, flip Y, download a PNG. - [Seamless Texture Checker](https://www.mixos.io/tools/seamless-checker): Preview a texture tiled in a grid, and shift it to bring the edges into the middle to reveal seams. - [Image to PBR Generator](https://www.mixos.io/tools/image-to-pbr): Turn any image into a PBR map set — normal, height, AO, and an estimated roughness — then download the lot. - [ORM / Channel Packer](https://www.mixos.io/tools/channel-packer): Pack ambient occlusion, roughness, and metallic into one ORM texture for Unreal and glTF — invert any channel for Unity. - [Make a Texture Seamless](https://www.mixos.io/tools/make-seamless): Make any image — or a whole PBR set — tile with no visible seam and no blur, on one shared seam. Preview tiled and download. - [GLB & glTF Viewer](https://www.mixos.io/tools/glb-viewer): View .glb and .gltf models in your browser — orbit, zoom, toggle wireframe, and see triangle and mesh counts. - [Normal Map Flipper](https://www.mixos.io/tools/normal-map-flipper): Flip a normal map's green (Y) channel to convert between DirectX (Unreal, Unity) and OpenGL (Blender, Godot). - [PBR Material Previewer](https://www.mixos.io/tools/pbr-previewer): Drop base color, normal, roughness, metallic, AO, and height maps onto a lit 3D sphere with tiling and orbit. ## Use cases and integrations - [Substance Painter alternative](https://www.mixos.io/substance-painter-alternative): Free, browser-based Substance Painter alternative. Paint & layer PBR materials on any model, export render-ready maps — no install, no license. - [Online texture painter](https://www.mixos.io/online-texture-painter): Paint textures on 3D models online — a real-time WebGPU painter with layers, masks & 2,600+ PBR materials. Nothing to install, runs in any browser. - [3D texturing on iPad](https://www.mixos.io/ipad-3d-texturing): Texture 3D models on your iPad — a real-time PBR painter with layers, masks & 2,600+ materials, in Safari. No App Store install, no desktop needed. - [Texturing for Blender](https://www.mixos.io/blender-texturing): Texture Blender models in your browser: import GLB/FBX/OBJ, paint & layer PBR materials, export maps that drop into the Principled BSDF. - [Textures for Unreal Engine](https://www.mixos.io/unreal-engine-textures): Make PBR textures for Unreal Engine in your browser. Paint & layer materials on your mesh, export game-ready map sets that import cleanly. - [AI texture generator](https://www.mixos.io/ai-texture-generator): Generate seamless PBR textures with AI. Turn a prompt into tiling materials with real base color, normal, roughness, metallic & height maps. - [Textures for Unity](https://www.mixos.io/unity-textures): Make PBR textures for Unity in your browser. Paint & layer materials, then export maps that wire into the URP/HDRP Lit shader — metallic, normal, AO. - [Materials for Cinema 4D](https://www.mixos.io/cinema-4d-materials): Texture Cinema 4D models in your browser. Paint & layer PBR materials and export maps for a Redshift or Standard material — color, roughness, normal. - [Texturing for Maya](https://www.mixos.io/maya-texturing): Texture Maya models in your browser. Paint & layer PBR materials and export maps that wire into Arnold's aiStandardSurface — color, roughness, normal. - [Textures for Godot](https://www.mixos.io/godot-textures): Make PBR textures for Godot 4 in your browser. Paint materials and export maps for StandardMaterial3D — including the packed ORM channels Godot reads. - [Texturing for Houdini](https://www.mixos.io/houdini-texturing): Texture Houdini assets in your browser. Paint & layer PBR materials and export maps for a Karma/MaterialX or Principled Shader — color, roughness, normal. - [PBR texture generator](https://www.mixos.io/pbr-texture-generator): Generate complete PBR texture sets from a prompt: real base color, normal, roughness, metallic & height maps — seamless, editable, previewed lit in 3D. - [Normal map generator](https://www.mixos.io/normal-map-generator): Generate normal maps inside a full PBR material. Turn a photo, height detail, or prompt into a tangent-space normal map, preview it lit, and export it. - [Seamless texture generator](https://www.mixos.io/seamless-texture-generator): Generate seamless, tiling PBR materials from a prompt: repeat-free base color, normal, roughness, metallic & height maps that tile on any surface. - [PBR material editor](https://www.mixos.io/pbr-material-editor): Free online PBR material editor. Build & edit layered materials in your browser with real-time WebGPU preview, then export for any engine. - [Node-based material editor](https://www.mixos.io/node-based-material-editor): Build procedural PBR materials from a node graph in your browser. Generators, filters, blends and mesh maps, evaluated live on the GPU. Free. - [Text to texture](https://www.mixos.io/text-to-texture): Turn text into 3D textures. Describe a surface to generate an editable PBR material, or Auto-Texture a whole model from a prompt — all in-browser. - [AI 3D model generator](https://www.mixos.io/ai-3d-model-generator): Generate a 3D model from a text prompt, then texture it in the same browser tab. Real UVs and PBR maps, exported as GLB. No install. - [Free Substance Painter alternative](https://www.mixos.io/free-substance-painter-alternative): A genuinely free Substance Painter alternative. Paint, layer & mask PBR materials on any model in your browser — no subscription, no seat, no install. - [Substance Designer alternative](https://www.mixos.io/substance-designer-alternative): A free Substance Designer alternative in your browser: build procedural PBR materials from a node graph, then paint them onto a model. No install. - [Quixel Mixer alternative](https://www.mixos.io/quixel-mixer-alternative): An actively developed Quixel Mixer alternative: blend, layer & paint PBR materials on your model in the browser, then export maps for any engine. - [ArmorPaint alternative](https://www.mixos.io/armorpaint-alternative): A browser-based ArmorPaint alternative: paint-on-mesh PBR texturing with layers, masks & mesh-map baking — no build, no install, plus a material library. - [ZBrush alternative](https://www.mixos.io/zbrush-alternative): A free ZBrush alternative in a browser tab: pressure sculpting, multiresolution subdivision, dynamic topology, masking and remeshing. No install, no licence. - [Browser-based texturing](https://www.mixos.io/best-browser-3d-texturing-tools): What to look for in a browser 3D texturing tool — real-time PBR preview, layers, masks, mesh-map baking, a material library & clean exports. No install. - [Substance Painter alternative for education](https://www.mixos.io/substance-painter-alternative-for-education): A Substance Painter alternative built for teaching: free classroom licences, assignments and grading built in, generative AI off, and nothing to install. - [3D on ChromeOS](https://www.mixos.io/3d-software-for-chromebooks): Real 3D texturing and sculpting on a Chromebook, in a browser tab. No install, no Linux container, no Android app — just open a URL in Chrome on ChromeOS. - [3D sculpting software](https://www.mixos.io/3d-sculpting-software): Free 3D sculpting software with nothing to install: pressure brushes, multiresolution subdivision, dynamic topology, remeshing and STL export, on your GPU. - [Sculpting on iPad](https://www.mixos.io/3d-sculpting-app-for-ipad): Sculpt in 3D on iPad with Apple Pencil pressure and tilt, in Safari or Chrome. Nothing to download, and the same sculpt opens on your Mac or PC. Free to sculpt. - [Sculpting on Android](https://www.mixos.io/3d-sculpting-app-for-android): Sculpt in 3D on an Android phone or tablet in Chrome — no APK, no sideloading, no Play Store. Touch brushes, stylus pressure, same sculpt on desktop. - [Sculpting on ChromeOS](https://www.mixos.io/3d-sculpting-on-chromebook): Sculpt in 3D on a Chromebook without Linux, Android apps or a workaround. Runs on WebGPU in the browser: pressure brushes, subdivision, remesh, STL export. - [Sculpting for 3D printing](https://www.mixos.io/sculpting-for-3d-printing): Sculpt a printable model in your browser: pressure brushes, a voxel remesh that makes the mesh watertight, and STL export your slicer will accept. - [Sculpting for beginners](https://www.mixos.io/3d-sculpting-for-beginners): Beginner-friendly 3D sculpting with nothing to install: a conventional brush set, subdivision, symmetry and remeshing, free — plus a full sculpting manual. - [Sculpting on Windows](https://www.mixos.io/3d-sculpting-software-for-windows): Free 3D sculpting software for Windows — no installer, no admin rights. Runs on WebGPU in Chrome or Edge: pressure brushes, subdivision, STL export. - [Sculpting on Mac](https://www.mixos.io/3d-sculpting-software-for-mac): Free 3D sculpting software for Mac, with nothing to install. Runs on Apple silicon via WebGPU in Safari or Chrome: brushes, subdivision, STL export. - [Character sculpting](https://www.mixos.io/character-sculpting-software): Sculpt characters and creatures in your browser: symmetry, multiresolution subdivision, dynamic topology and masking. Free to sculpt, no download. ## Comparisons - [Mixos vs Substance](https://www.mixos.io/vs/substance-painter): Mixos vs Substance 3D Painter compared: pricing, install, PBR layer workflow, AI, baking and export. An honest feature-by-feature breakdown. - [Mixos vs Designer](https://www.mixos.io/vs/substance-designer): Mixos vs Substance 3D Designer compared: node library, mesh-map inputs, exposed parameters, pricing and hand-off. An honest feature breakdown. - [Mixos vs Quixel Mixer](https://www.mixos.io/vs/quixel-mixer): Mixos vs Quixel Mixer compared. With Mixer officially discontinued in February 2026, see how a browser-based, still-updated PBR material mixer stacks up. - [Mixos vs ArmorPaint](https://www.mixos.io/vs/armorpaint): Mixos vs ArmorPaint compared: browser vs desktop, open-source vs zero-install, presets, AI, baking and export. An honest feature breakdown. - [Mixos vs 3D-Coat](https://www.mixos.io/vs/3d-coat): Mixos vs 3D-Coat compared: a focused browser PBR texture painter versus a full desktop sculpt-retopo-UV-paint suite. An honest, scoped breakdown. - [Mold vs ZBrush](https://www.mixos.io/vs/zbrush): Mold vs ZBrush compared: browser GPU sculpting with dynamic topology and multiresolution versus the desktop industry standard. An honest breakdown. - [Mold vs Nomad](https://www.mixos.io/vs/nomad-sculpt): Mold vs Nomad Sculpt compared: browser GPU sculpting with a PBR texturing pipeline versus the beloved iPad sculpting app. An honest breakdown. - [Mixos vs Procreate](https://www.mixos.io/vs/procreate): Mixos vs Procreate for texturing 3D models on iPad: PBR channels, layers, baking, engine-ready export vs USDZ. An honest, feature-by-feature breakdown. - [Mold vs SculptGL](https://www.mixos.io/vs/sculptgl): SculptGL pioneered sculpting in a browser tab. Mold compares on brushes, multiresolution, remeshing, saving, device support and what happens after the sculpt. - [Mold vs Sculptris](https://www.mixos.io/vs/sculptris): Sculptris was the free sculpting app everyone started on, and it has been discontinued for years. Here's how Mold compares as a modern replacement. - [Mold vs Blender](https://www.mixos.io/vs/blender-sculpting): How Blender's sculpt mode compares to browser-based sculpting: brushes, performance on dense meshes, retopology, export, device support and cost. ## Free asset libraries - [Free PBR textures](https://www.mixos.io/free-textures): 2,600+ CC0 seamless PBR materials, organised by category, downloadable as map sets. - [Free 3D models](https://www.mixos.io/free-models): 340+ CC0 models with PBR materials. - [Free HDRIs](https://www.mixos.io/free-hdris): CC0 environment maps for lighting and reflections. ## For schools and universities - [Education grants](https://www.mixos.io/education): free classroom licences for verified instructors — assignments, hand-in, and grading built into the editor, a shared class library, and 4K watermark-free export for the whole roster for one term. It runs in a browser tab, so it deploys to lab machines and Chromebooks with no install. Generative AI is switched OFF entirely on classroom accounts: students and instructors cannot generate images, textures, or models on a class seat, and it is not a setting an instructor can turn on. Grants are reviewed manually and administered in English. ## Company - [About](https://www.mixos.io/about) - [Pricing](https://www.mixos.io/pricing) - [Changelog](https://www.mixos.io/changelog) - [Privacy policy](https://www.mixos.io/privacy) - [Terms of service](https://www.mixos.io/terms) - Contact: support@mixos.io