MaterialEX

Paint the material.
Take it anywhere you work.

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

Polished gold
MaterialEX with a painted metal material on a 3D model The roughness channel of the same model The normal map of the same model The unwrapped texture in the 2D view Model and texture atlas side by side

The same model, channel by channel. The same thing you see while working.

The brush

Paint crosses the seams. No breaks.

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.

Model and unwrapped texture side by side, both painted
The smart material library, with spheres for each material

Smart materials

They adapt to your model, they don't bring pixels

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

Four channels, real layers

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.

Model baking

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, text and strokes

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.

UDIM

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.

Generated masks

Edge wear, dinged corners, grime in crevices, dust from above. They stay live: move a parameter and they rebuild themselves.

Your work is yours

Projects are a .mtex file on your disk: a readable zip with one PNG per texture. No cloud, no account, nothing to expire.

Export

It goes out wherever you need it

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.

Blender (.blend) Unreal (ORM) Unity URP / Built-in Unity HDRP Godot glTF

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

Open a file. Write another one.

That is all MaterialEX does. It works offline, asks for no account, and you pay for it once.

Get it on Microsoft Store