Color, roughness, metallic, height
All four channels per layer, each with its own coverage and its own blend mode. A layer can dirty just the roughness without touching the color.
MaterialEX is a desktop application for painting PBR materials onto 3D models and exporting them to Blender, Unreal, Unity or Godot. Non-destructive layers, materials that adapt to the geometry on their own, and map baking. Offline, no accounts, no subscription.
One-time purchase · US$6.79 · Windows 10 version 2004 or newer · x64
The same model, channel by channel. The same thing you see while working.
The brush
The brush draws onto the unwrap but measures distance in model space. That is why a stroke carries from one UV island to the next without splitting, does not depend on where the camera is, and reaches areas that fell off screen.
You can paint on the 3D model or on the unwrapped texture, interchangeably. It is the same stroke.
Smart materials
Painted metal, running rust, aged copper, concrete, settled dust, grime in cavities. Each one is rebuilt on the geometry that receives it, reading the baked curvature, occlusion and height of your mesh: the wear lands on the edges your part actually has, not the ones on the preview sphere.
It comes in as an editable group of layers, with its own wear, pattern and seed controls. It is not a flat image stuck on top.
What's inside
All four channels per layer, each with its own coverage and its own blend mode. A layer can dirty just the roughness without touching the color.
Curvature, occlusion, thickness and height from your own mesh. Plus the normal map from a high-poly sculpt, closing the sculpt-to-game loop.
Decals projected or laid onto the unwrap, text using the fonts you have installed, and node paths that spread the brush along them: stitching, rivets, cables.
Each tile with its own texture and its own resolution. A stroke crosses from one tile to the next without breaking, and export writes one file per tile.
Edge wear, dinged corners, grime in crevices, dust from above. They stay live: move a parameter and they rebuild themselves.
Projects are a .mtex file on your disk: a readable zip with one PNG per texture. No cloud, no account, nothing to expire.
Export
PNG textures with their manifest, and the packed map with the channels in the order each engine expects. Everything in PNG: a lossy normal or ORM map is an artifact factory.
The .blend is assembled by invoking the Blender you already have installed, with the textures packed inside. It is the only feature that needs it: painting, baking and texture export all work without it.
| Requirement | Minimum | Recommended |
|---|---|---|
| System | Windows 10 2004 | Windows 11 |
| Video memory | 2 GB | 8 GB |
| Memory | 8 GB | 16 GB |
| DirectX | 12 / FL 11 | 12 / FL 11 |
| Opens | glTF · GLB · .blend · .mtex · .mmat | |
That is all MaterialEX does. It works offline, asks for no account, and you pay for it once.
Get it on Microsoft Store