Game-ready map sets
Export base color, normal, roughness, metallic, and height — the channels Unreal's material editor expects — neatly organized.
Textures for Unreal Engine
Paint and layer materials on your asset in the browser, then export clean PBR map sets that import straight into Unreal. Real-time WebGPU preview while you work, organized maps when you ship.

Export base color, normal, roughness, metallic, and height — the channels Unreal's material editor expects — neatly organized.
A real-time WebGPU PBR viewport means your in-editor preview tracks closely with what the engine will render.
Generate AO, curvature, and edge maps from your mesh and bake high-frequency wear into your textures.
Auto-Texture an asset or generate tiling materials from a prompt to block in looks quickly, then refine for the final pass.
Why Mixos
Unreal Engine expects clean, consistent PBR inputs: base color, normal, roughness, metallic, and height. Mixos is built to produce exactly that — paint and layer materials on your asset, bake mesh maps like AO and curvature for grounded detail, and export an organized map set that imports into Unreal's material editor without surprises.
Working in a real-time WebGPU viewport keeps your preview honest, so the metal, paint, and wear you author read the way they will in-engine. Non-destructive layers and masks make revisions painless when art direction changes, and triplanar tiling lets you cover large surfaces cleanly.
Since Mixos runs entirely in the browser, it's easy to drop into a team's workflow — no per-seat installs, the same experience on every OS, and projects you can hand off with a link. Author for free and upgrade when you need 4K, watermark-free export.
Yes. Mixos exports standard PBR channels (base color, normal, roughness, metallic, height), which map directly onto Unreal's material inputs. You can pack channels as needed in-engine.
Yes — Mixos paints and bakes against your mesh's UVs, and supports triplanar projection for surfaces where you'd rather not rely on UVs.
Up to 4K on paid plans, with organized PBR map sets suitable for production game assets. The free tier exports a watermarked preview.
Yes. The editor renders with WebGPU in a modern browser, so there's nothing to install next to Unreal and it runs the same on Windows, macOS, and Linux.
No download, no setup, nothing to license. Auto-texture your first model and build real PBR materials in minutes.