Texturing for Maya

Texture your Maya models right in the browser.

Bring your Maya mesh into Mixos, paint and layer PBR materials, and export clean map sets that wire into Arnold's aiStandardSurface. A dedicated texturing step that fits straight into a Maya look-dev pipeline.

A bronze bust textured in Mixos, ready to export PBR maps for Arnold's aiStandardSurface in Maya

Imports your Maya meshes

Export from Maya as glTF/GLB, FBX, or OBJ and paint on it in a real-time WebGPU viewport.

Maps for aiStandardSurface

Base color, specular roughness, metalness, normal, and height map onto Arnold's aiStandardSurface inputs.

Bake & layer detail

Bake AO and curvature from the mesh, stack non-destructive layers and masks, and add grounded edge wear.

Iterate fast with AI

Auto-Texture an asset or generate tiling materials from a prompt to block in looks quickly.

Why Mixos

Look-dev texturing that fits a Maya pipeline

Maya with Arnold is a standard for film and VFX look-dev, and clean PBR texture inputs make lighting predictable. Mixos handles the texturing step: import your mesh, layer materials, bake mesh maps, and export organized PBR sets ready for the shader.

Arnold's aiStandardSurface follows a metalness/roughness workflow. Plug base color into Base Color, roughness into Specular Roughness, metalness into Metalness, the normal map through an aiNormalMap node, and height into displacement. The connections are standard and predictable, so materials behave the same under your lighting rig.

Because Mixos runs in the browser with WebGPU, it sits alongside Maya with nothing extra to install and the same experience on every OS. Author for free, hand off projects with a link, and upgrade when you need 4K, watermark-free export.

Frequently asked questions

How do I get my Maya model into Mixos?

Export it as glTF/GLB (recommended), FBX, or OBJ and import that file into Mixos to paint and bake on.

How do the maps connect to aiStandardSurface?

Base color into Base Color, roughness into Specular Roughness, metalness into Metalness, the normal map through an aiNormalMap node, and height into displacement.

Does it use my UVs?

Yes. Mixos paints and bakes against your mesh's UVs, and triplanar projection covers surfaces where you'd rather not rely on UVs.

Is there anything to install?

No. Mixos runs in a modern browser with WebGPU, so it sits alongside Maya with nothing extra to set up.

Open a tab. Start texturing.

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