Manual

Text-based guide to ArmorPaint.

Welcome

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.


Download

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.

Get ArmorPaint

Requirements

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.

Updating

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.






Get Started

Windows

Unpack downloaded archive and run ArmorPaint.exe. In some cases, Windows may prompt you with the unrecognized app dialog - press More Info - Run Anyway.

Linux

Unpack downloaded archive and run ArmorPaint. In some cases, you may need to open terminal in the extracted folder and run ./ArmorPaint.

macOS

Unpack downloaded archive and run ArmorPaint.app.

iOS

Experimental: Available on the AppStore.

Android

Experimental: Available on Google Play.

Controls






Workflow

Import Meshes

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:

Modifying imported mesh data:

You can get sample assets for testing in the ArmorPaint cloud.

See Menu bar - Preferences... - Plugins to enable support for additional mesh formats.

Import Materials

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.

Import Textures

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.

Export Textures

Click on the Menu bar - File - Export Textures... button.

Configure custom channel swizzling for exported textures in Presets tab:

Create object groups in Atlases tab:

Export Mesh

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.

Save / Load Project

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.

Browser

Click on the Status bar - Browser tab to activate the built-in asset browser.






Tools

Brush

Select Brush(B) tool from toolbar. Configure brush parameters in the header. Use left mouse button / pen to paint strokes using the selected material.

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.

Eraser

Select Eraser(E) tool from toolbar. Use left mouse button / pen to erase strokes on the currently selected layer.

Fill

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.

Decal

Select Decal(D) tool from toolbar. Press left mouse button / pen to apply active material as a decal onto the surface.

Text

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.

See Fonts tab to manage imported fonts. Click 2D View to preview the font.

Clone

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.

Blur

Select Blur(U) tool from toolbar. Use left mouse button / pen to blur the material applied to the surface.

Smudge

Select Smudge(M) tool from toolbar. Use left mouse button / pen to smudge / smear the material applied to the surface.

Particle wip

Select Particle(P) tool from toolbar. Use left mouse button / pen to apply particles onto the surface.

Bake

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.

Color ID

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.

Picker

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.

Material

Select Material tool from toolbar. A live material preview will be displayed in the viewport, allowing for easier material creation.






Materials

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).

Material preview is displayed instantly in the Materials tab as the nodes are assembled.

Right-click onto material preview to expose material operations:

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

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).

Brush preview is displayed instantly in the Brushes tab as the nodes are assembled.

Right-click onto brush preview to expose brush operations:

Brushes can be imported from .arm files by clicking Brushes tab - Import.

See currently implemented brush nodes.

Brush Mask

To use image as a brush mask:

Brush Jitter

Lazy Mouse

Directional Brush

Brush Stencil

To use image as a brush stencil:






Layers

To create a new layer, press Layers tab - New and select a layer type:

Brush will paint onto the currently selected layer.

Right-click on the layer to expose layer operations:

Right-click on the mask to expose mask operations:

Drag textures from Textures tab into the viewport or Layers tab to create mask for active layer.

2D View

Click Layers tab - 2D View to show the channels of the selected layer. The 2D View is updated immediately as you paint.

In the 2D View top bar:






Viewport

Set viewport parameters in Menu bar - Viewport.

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 set Super Sample in preferences to 0.25x.

Viewport Mode

Set viewport render mode in Menu bar - Mode.

Path Traced Viewport wip

Camera

Set camera parameters in Menu bar - Camera:






Baking

Select Bake tool from the toolbar.

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 small Radius to bake Cavity.

Use Curvature baker to create dirt masks.






Preferences

Click Menu bar - Edit - Preferences... to show the preferences window.

Interface

Theme

Usage

Pen

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.

Viewport

On faster GPUs:

On slower GPUs:

Additional options:

Keymap

Select an existing preset or define custom keyboard shortcuts.






Plugins

Press Plugins tab - Manager to open the plugin manager.

Live-link plugins are currently in development:

Plugin 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.






FAQ

Faces are missing on the imported mesh

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.

Mesh gets painted on multiple places at once

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.

Black spots appear on the imported mesh

Make sure all mesh faces are present on the UV map.