Version 0.9
ArmorPaint is a stand-alone software designed for physically-based texture painting. Drag & drop your 3D models and start painting. Receive instant visual feedback in the viewport as you paint.
The alpha version has many rough edges and the experience may be frustrating.
Windows (10 or newer), Linux or macOS (apple silicion) is recommended. Experimental iOS and Android builds are also provided. On desktop, ArmorPaint is a portable application with no installation - just unpack and run.
Painting process in ArmorPaint runs on the GPU and the performance mainly depends on a graphics card. Minimum for 4K painting is an Intel HD4000 graphics card. For 16K painting, GTX 1060/6GB or better is recommended.
See Preferences to tune performance.
Latest builds can be downloaded through your Gumroad Library or Itch Library. Alternatively, use the original email sent by Gumroad to access the download page.
In ArmorPaint, press
Help - Check for Updates...
to check if newer build is available.
Unpack downloaded archive and run ArmorPaint.exe
. In some cases, Windows may prompt you with the unrecognized app dialog - press More Info - Run Anyway
.
Unpack downloaded archive and run ArmorPaint
. In some cases, you may need to open terminal in the extracted folder and run ./ArmorPaint
.
Unpack downloaded archive and run ArmorPaint.app
.
Experimental: Available on the AppStore.
Experimental: Available on Google Play.
Left mouse button / Pen
to paint.Alt
+ left mouse button
to rotate the camera.Alt
+ middle mouse button
to pan the camera.Alt
+ right mouse button
/ mouse wheel
to zoom in and out.Menu bar - Edit - Preferences... - Keymap
.Drag and drop unwrapped .obj
file into the viewport. This will replace the currently painted mesh. .fbx
, .blend
, .stl
, .gltf
and .glb
files are supported, but the importer is not 100% reliable yet. Up to ~4GB .obj
files are supported.
In the Import Mesh
dialog:
Split By
combo to UDIM Tile
to parse imported .obj
mesh into UDIM tiles.Parse Transforms
to load per-object transforms from .fbx
file.Parse Vertex Colors
to load vertex color data from .fbx
or .blend
file.Modifying imported mesh data:
Meshes tab - Calculate Normals
.Meshes tab - Rotate X / Rotate Y / Rotate Z
.Meshes tab - Geometry to Origin
.Meshes tab - Apply Displacement
.uv_unwrap
plugin.You can get sample assets for testing in the ArmorPaint cloud.
See
Menu bar - Preferences... - Plugins
to enable support for additional mesh formats.
Drag and drop a folder with PBR texture set onto the viewport. ArmorPaint will recognize the file extensions and create a new material from imported textures. Multiple folders can be dropped at once.
Click on the Materials tab - Import
button to import materials from ArmorPaint .arm
files or Blender .blend
files. wip
You can get starter content in the ArmorPaint Cloud.
Drag and drop .jpg
, .png
, .tga
, .bmp
, .gif
, .psd
, .hdr
, .svg
or .tif
images into the node editor. This will import the image and place a new Image
node onto the canvas.
See
Menu bar - Preferences... - Plugins
to enable support for additional image formats.
Click on the Menu bar - File - Export Textures...
button.
Resolution
: Set resolution for exported textures.Color
: Set 8bit
, 16bit
or 32bit
color depth.Format
: .png
or .jpg
(for 8bit
color), .exr
(for 16bit / 32bit
color).Layers
: Export all visible layers or selected layers only into textures.Preset
: Select a pre-configured preset or build a custom one.Generic
preset exports individual PBR textures.Unreal
preset exports packed occlusion-roughness-metallic texture.Unity
preset exports packed metallic-occlusion-smoothness texture.Minecraft
preset exports packed metallic-emission-roughness texture.Destination
: Export textures to disk or pack into the project file at Textures tab
.Configure custom channel swizzling for exported textures in Presets
tab:
New
.Import
to import preset from .json
file.Add
to create new texture slot.RGBA
channels for each texture slot.Delete
to delete texture slot..json
file for each preset is located in the ArmorPaint/data/presets
folder.Create object groups in Atlases
tab:
Click on the Menu bar - File - Export Mesh...
button to save the currently loaded mesh into .obj
file. This is handy if you only have access to the .arm
project file or want to export the mesh which has been unwrapped / modified in ArmorPaint.
Click on the Menu bar - File - Save
button (Ctrl + S
) to save the currently opened project. Mesh, layers, materials and brushes will be saved into .arm
project file.
To open the project file, drag and drop .arm
file onto the viewport. .arm
files can also be set to open directly with ArmorPaint executable from the OS file explorer.
.obj
and other asset types can also be associated if you wish to use ArmorPaint as a model / texture viewer.
Click on the Status bar - Browser tab
to activate the built-in asset browser.
Cloud
button to access the ArmorPaint cloud..arm
materials, preview icons are displayed.+
button to save the current path into bookmarks panel.
Select Brush
(B
) tool from toolbar. Configure brush parameters in the header. Use left mouse button
/ pen
to paint strokes using the selected material.
Radius
: Brush size. (Hold F
key and move the cursor)UV Scale
: Scale the coords for currently painted material.Angle
: Rotate the coords for currently painted material.Opacity
: Overall opacity of the brush stroke. (Hold Shift+F
key and move the cursor)Hardness
: Fade opacity towards the brush stroke edge.Blending
: Blending mode used for painting.TexCoord
: Coordinates used for texture sampling. Mesh UV Map
, Project
from view or Triplanar
mapping.X-Ray
: Paint through mesh faces.Symmetry
: Mirror brush strokes on the X, Y and/or Z axis.Hold brush ruler key (SHIFT
) when painting to restrict strokes horizontally or vertically. Hold brush ruler key (SHIFT
) and click onto the surface to paint lines.
Select Eraser
(E
) tool from toolbar. Use left mouse button
/ pen
to erase strokes on the currently selected layer.
Radius
: Eraser size.Opacity
: Overall opacity of the eraser stroke.Hardness
: Fade opacity towards the eraser stroke edge.X-Ray
: Erase through mesh faces.Symmetry
: Mirror eraser strokes on the X, Y and/or Z axis.Select Fill
(G
) tool from toolbar. Press left mouse button
/ pen
to fill active layer with selected material. Fill tool respects active object mask, material mask and color id mask.
UV Scale
: Scale the coords for currently painted material.Angle
: Rotate the coords for currently painted material.Opacity
: Overall opacity of the fill effect.Blending
: Blending mode used for fill effect.TexCoord
: Coordinates used for texture sampling. Mesh UV Map
, Project
from view or Triplanar
mapping.Fill Mode
: Allows to fill individual mesh faces.Select Decal
(D
) tool from toolbar. Press left mouse button
/ pen
to apply active material as a decal onto the surface.
Radius
: Decal size.Scale X
: Scale decal size horizontally.UV Scale
: Scale the coords for currently painted material.Angle
: Rotate the coords for currently painted material.Opacity
: Overall opacity of the decal.Blending
: Blending mode used for applying decal.X-Ray
: Apply decal through mesh faces.Symmetry
: Mirror decal on the X, Y and/or Z axis.Select Text
(T
) tool from toolbar. Press left mouse button
/ pen
to apply active material as a text onto the surface. Drag and drop a .ttf
file into the viewport to change the font.
Radius
: Text size.UV Scale
: Scale the coords for currently painted material.Angle
: Rotate the coords for currently painted material.Opacity
: Overall opacity of the text.Blending
: Blending mode used for applying text.Font
: Select which font to apply.Text
: Type a text to apply.X-Ray
: Apply text through mesh faces.Symmetry
: Mirror text on the X, Y and/or Z axis.See
Fonts tab
to manage imported fonts. Click2D View
to preview the font.
Select Clone
(L
) tool from toolbar. Hold ALT
to set clone source location. Use left mouse button
/ pen
to clone the material from source location to active location.
Radius
: Brush size.Opacity
: Overall opacity of the brush stroke.Blending
: Blending mode used for painting.X-Ray
: Paint through mesh faces.Symmetry
: Mirror brush strokes on the X, Y and/or Z axis.Select Blur
(U
) tool from toolbar. Use left mouse button
/ pen
to blur the material applied to the surface.
Radius
: Brush size.Opacity
: Overall opacity of the brush stroke.Blending
: Blending mode used for painting.X-Ray
: Paint through mesh faces.Symmetry
: Mirror brush strokes on the X, Y and/or Z axis.Select Smudge
(M
) tool from toolbar. Use left mouse button
/ pen
to smudge / smear the material applied to the surface.
Radius
: Brush size.Opacity
: Overall opacity of the brush stroke.Blending
: Blending mode used for painting.X-Ray
: Paint through mesh faces.Symmetry
: Mirror brush strokes on the X, Y and/or Z axis.Select Particle
(P
) tool from toolbar. Use left mouse button
/ pen
to apply particles onto the surface.
Radius
: Particle emitter size.Opacity
: Overall opacity of the emitted particle.Blending
: Blending mode used for applying particles.X-Ray
: Apply particles through mesh faces.Symmetry
: Mirror particles on the X, Y and/or Z axis.Select Bake
(K
) tool from toolbar. Pick bake mode, then click the Bake
button or press and hold left mouse button
/ pen
in viewport to apply bake into the base color channel of active layer or mask. For ray-traced bake modes, multiple samples (set via the Samples
option) will get accumulated until the operation is complete.
See Baking to learn about bake modes.
Select Color ID
(C
) tool from toolbar. Drag and drop color-id texture onto the viewport and assign it into the Color ID Map
field. Afterwards, click on a model to pick a specific color. All drawing operations will now be restricted to this color. Picked color can be removed with a Clear
button.
Select Picker
(V
) tool from toolbar. Press left mouse button
/ pen
in viewport to read material values from the surface. Base color, normal, occlusion, roughness and metallic values will be displayed in the header.
Select Material
: When enabled, the material you pick from the mesh surface will also get auto-selected in the Materials tab
.Mask
: When set to Material
, all drawing operations will be restricted to the surface where picked material is painted.Select Material
tool from toolbar. A live material preview will be displayed in the viewport, allowing for easier material creation.
Materials in ArmorPaint are composed with nodes. When painting, brush applies a material onto the surface. To compose a material, open node editor by clicking Materials tab - Nodes
(TAB
).
space
to search for nodes.Textures tab
or file explorer into the node editor to create Image
nodes.Material preview is displayed instantly in the Materials tab
as the nodes are assembled.
Right-click onto material preview to expose material operations:
Fill Layer
from selected material.Duplicate
material.Export
material into .arm
file.Bake
material into textures.Delete
material.Drag and drop material into viewport or Layers tab to create a fill layer.
ArmorPaint material nodes mimick the Cycles nodes. See Cycles nodes documentation.
See Import Materials.
See currently implemented material nodes.
Use
Swatches tab
to save and load color sets.
Brushes in ArmorPaint are composed with nodes. When painting, brush nodes are evaluated for each painted stroke. To compose a brush, open node editor by clicking Brushes tab - Nodes (TAB)
.
space
to search for nodes.Textures tab
or file explorer into the node editor to create Image
nodes.Brush preview is displayed instantly in the Brushes tab
as the nodes are assembled.
Right-click onto brush preview to expose brush operations:
.arm
file.Brushes can be imported from
.arm
files by clickingBrushes tab - Import
.See currently implemented brush nodes.
To use image as a brush mask:
Image Texture
node to the Brush Output - Opacity
socket.
Lazy Radius
value of the Input
brush node to make the paint cursor follow the mouse in delay. This can be useful to paint smooth strokes.Lazy Step
value of the Input
brush node to paint strokes in steps.
Direction
value of the Brush Output
node, painted strokes will follow the brush path. Decal and brush mask will be oriented to match the direction of a brush.
To use image as a brush stencil:
Image Texture
node to the Brush Output - Stencil
socket.ctrl
(stencil_transform
) key to show transform controls.z
(stencil_hide
) key to make stencil invisible while still taking effect.
To create a new layer, press Layers tab - New
and select a layer type:
Paint Layer
.Fill Layer
from active material.Decal Layer
from active material.Black Mask
or White Mask
.Fill Mask
from active material.Group
containing active layer.Brush will paint onto the currently selected layer.
Object
combo property. This allows to utilize multiple UV maps per project - each object having it's individual UV map.Right-click on the layer to expose layer operations:
Opacity
, Resolution
and Color
depth.UV Scale
, Angle
and TexCoord
type.Fill Layer
or Paint Layer
.Export
selected layer.Merge
the layer down.Duplicate
the layer.Clear
the layer.Delete
the layer.Right-click on the mask to expose mask operations:
Opacity
and Resolution
.UV Scale
, Angle
and TexCoord
type.Fill Mask
or Paint Mask
.Export
mask texture.Merge
the mask down.Duplicate
the mask.Clear
the mask.Apply
mask to parent layer.Delete
the mask.Invert
the mask.Drag textures from
Textures tab
into the viewport orLayers
tab to create mask for active layer.
Click Layers tab - 2D View
to show the channels of the selected layer. The 2D View is updated immediately as you paint.
Textures tab - 2D View
to show selected image inside 2D view.In the 2D View top bar:
Set viewport parameters in Menu bar - Viewport
.
Distract Free
(F11
) mode.Toggle Fullscreen
(alt+enter
) mode.Environment
and Light
intensity.Light Size
.Split View
for side-by-side viewports.Cull Backfaces
to skip drawing backward facing polygons.Filter Textures
to apply linear filter when sampling textures references by material.Wireframe
in the viewport.Texels
to visualize texture pixels in the viewport with a checker pattern.Compass
in the viewport.Envmap
to draw environment map in the viewport.Blur Envmap
to use blurred version of the environment map.Drag and drop a
.hdr
file onto the viewport to change the environment map.Hold
Shift
+middle mouse button
to rotate light.Hold
Ctrl
+middle mouse button
to rotate environment map.To simulate pixel-art like painting, disable
Filter Textures
option and setSuper Sample
in preferences to0.25x
.
Set viewport render mode in Menu bar - Mode
.
Lit
to draw viewport with applied lighting using the rasterizer.Path Traced
to draw viewport with interactive path-tracer. (ArmorPaintDXR, ArmorPaintVKRT and Metal builds)Set camera parameters in Menu bar - Camera
:
Orbit
, Zoom In
and Zoom Out
camera.Reset
camera.FoV
(field of view).Perspective
or Orthographic
camera type.Orbit
- Rotate camera around the mesh.Rotate
- Rotate mesh around the origin.Fly
- Hold right mouse button
and move camera freely using the WASD
and QE
keys.Select Bake tool from the toolbar.
AO (DXR, VKRT, Metal)
: Bake ambient occlusion. Strength
, Radius
and Offset
can be configured.
Curvature
: Bake mesh curvature. Strength
, Radius
and Offset
can be configured.
Lightmap (DXR, VKRT, Metal)
: Bake irradiance from the environment.
Bent Normal (DXR, VKRT, Metal)
: Bake the normals indicating the least occluded direction for a point.
Thickness (DXR, VKRT, Metal)
: Bake mesh thickness. Works similar to AO baker, but uses flipped normals.
Normal
: Bake normal map from high-poly mesh.
Object Normal
: Bake object-space normals encoded into (0-1) range.
Height
: Bake height map from high-poly mesh.
Derivative
: Bake derivative normals from high-poly mesh. wip
Position
: Bake object-space positions encoded into (0-1) range.
TexCoord
: Bake mesh uv map.
Material ID
: Bake colored material IDs.
Object ID
: Bake colored object IDs.
Vertex Color
: Bake vertex color data.
DXR - This feature is powered by hardware accelerated ray-tracing using DXR and Direct3D12, available in experimental ArmorPaintDXR builds.
VKRT - This feature is powered by hardware accelerated ray-tracing using VKRT and Vulkan, available in experimental ArmorPaintVKRT builds.
Metal - Ray-traced baking features are available on macOS with apple silicion and iOS with Apple M1 or newer.
Use
AO
baker with smallRadius
to bakeCavity
.
Click Menu bar - Edit - Preferences...
to show the preferences window.
Language
: Set localization. See currently available translations.UI Scale
: Scale up the user interface when running on high-resolution display. By default, 2X scale is applied during the first startup for high-resolution displays.Camera Speed
: Intensity of camera movements.Direction to Zoom
: Mouse / pen direction to perform camera zoom.Wrap Mouse
: Wrap mouse around view boundaries during camera control.Show Node Preview
: Draw preview of selected node inside the node editor.Show Asset Names
: Draw labels below each material, brush and texture icon.Restore - Confirm
button to revert back to default settings.Restore - Import...
button to import settings from older ArmorPaint version.Reset Layout
button to revert all layout changes.default
(dark) or light
theme.New
button to create custom theme.Import
button to import theme from file.Export
button to export theme into file.Viewport Color
to draw when environment map is hidden.Straight
or Curved
link style for node connections.Undo Steps
: Set the number of undo steps to keep. Using less undo steps may improve performance when running on GPU with constrained memory.Dilate Radius
: Stretch brush strokes and bake result on the uv map to prevent seams.Dilate
: instantly or once brush stroke is finished.Default Workspace
: start-up workspace.Default Layer Resolution
: for new layers.Cloud Server
: address of the S3 server used by Browser tab - Cloud
.3D Cursor
: Enable topological warp for paint cursor with depth and angle rejection.Live Material Preview
: Update material preview immediately during node editing.Live Brush Preview
: Show brush paint preview in the viewport and 2d view.
Brush Radius
: When painting with a pen, pressure affects the radius of brush.Brush Hardness
: Pressure affects the hardness of brush.Brush Opacity
: Pressure affects the opacity of brush.Brush Angle
: Pressure affects the angle of brush.Sensitivity
: Manual pen pressure sensitivity control.ArmorPaint uses
Windows Ink
API on Windows.Windows Ink
is available on Windows 8 or newer.When using a Wacom tablet on Windows, ensure
Use Windows Ink
option is enabled in Wacom Tablet Properties.When using a Wacom tablet on Windows, you can rotate the viewport by assigning
Alt
+Left click
modifier onto pen button in Wacom Tablet Properties.Pen pressure is expected to work on Windows, Linux, macOS, Android and iOS.
On faster GPUs:
Super Sample
to 2X/4X for improved anti-aliasing.Voxel AO
for cone-traced ambient occlusion and shadows (non DXR / VKRT builds).On slower GPUs:
SSAO (screen-space ambient occlusion)
for improved performance.Additional options:
Path Tracer
mode: Core
for performance, Full
for features. (DXR / VKRT builds)Clip Start
and Clip End
.SSR
for screen-space reflections.Bloom
.Vignette
intensity.Displacement Strength
applied by height channel in the viewport.Select an existing preset or define custom keyboard shortcuts.
left
, middle
, right
handles to reference mouse buttons / pen.+
character to reference multiple keys: ie. ctrl+1
.Import
button to import keymap from file.Export
button to export keymap into file.Press Plugins tab - Manager
to open the plugin manager.
Import
to install a new plugin from .js
, .wasm
or .zip
file.New
to create a new hello-world plugin.Export
plugin file for distribution.Edit
plugin in a text editor.Delete
plugin.Plugins tab
.Live-link plugins are currently in development:
Plugins are written in JavaScript
or WebAssembly
(compiled from C
, Rust
, ..). For a minimal example, see the bundled hello_world.js
file located in the ArmorPaint/data/plugins
folder.
A plugin development guide will be provided soon.
The missing faces are likely caused by inverted normals & backface culling. Reversing normals for the affected faces should resolve the issue.
There is also a way to disable backface culling in ArmorPaint at Menu bar - Viewport - Cull Backfaces
, however it may cause issues with lighting due to normals pointing in the opposite direction.
If the issue persists, triangulating the mesh before importing it to ArmorPaint might help.
Make sure the UV map has no overlapping faces. It can be resolved by unwrapping the mesh so that each face occupies unique space on the UV map, or using multiple layers to paint objects with multiple UV sets.
Simple meshes can be unwrapped directly in ArmorPaint via the uv_unwrap
plugin.
Make sure all mesh faces are present on the UV map.