Beginner Texture

Painting Textures in the Browser

A complete walkthrough of the Texture Tool — from creating your first texture document to exporting game-ready maps for Unity, Unreal, Godot, and Roblox, all without leaving your browser.

⏱ ~4 min · 5 steps · No install required

Step 01

Create a Texture Document

Every texture project starts with a document. This sets the resolution and ties your layers and channels to a specific mesh.

  1. Open the app from the header to start texturing.
  2. When the app opens, the Texture Tool is your default tool and you'll be presented with a new document window automatically. You can also create a new document at any time by pressing the icon in the Options panel or going to File → New.
  3. Enter a document name, select the mesh you want to texture, and choose a texture size.
  4. Click Create.
Tip: You can always export at a higher resolution without re-painting. Start at 512 and scale up at export time to save memory.
Step 02

Before You Start Texturing

If you're working with a high poly mesh, you'll want to bake it down before painting. This transfers the fine surface detail from your high poly onto a low poly mesh that's ready for texturing.

  1. From the toolbar, select the Bake icon to open the Bake window.
  2. The bake settings come pre-configured for most use cases — feel free to explore them, but the main one to focus on is the resolution.
  3. Under Meshes, click Select High Poly Mesh for Baking and load all the high poly meshes you want to bake. Once loaded, a dropdown will appear next to each file name — use this to choose which material the mesh should bake to.
  4. When your settings are ready and meshes are loaded, choose how to bake:
    • Bake Selected Mesh — bakes only the mesh currently selected in the Outliner, docked in the panel to the right of the screen.
    • Bake All Materials — bakes everything at once.
Baking tip: Don't be afraid to bake at a higher resolution than your current document size. The result will scale to fit, but if you export at a larger resolution later, you'll get noticeably sharper detail.
Step 03

Start Texturing

Select a brush from the left panel and start painting directly on the mesh in the 3D viewport. Strokes are stored in a paint layer.

  1. Select the Brush tool from the left toolbar. You can adjust your brush settings from the Properties window on the right, the Options panel above the 3D viewport, or by right-clicking in the viewport.
  2. In the Properties window, choose the channel values you'd like to paint — this controls what gets applied to the surface with each stroke.
  3. The Eraser works the same way as the brush, removing paint from the active layer wherever you stroke.
  4. In the Library panel, open the Materials tab. Drag and drop a material onto the viewport to apply it to the mesh — it will be added to your layer stack automatically as a fill layer.
Step 04

The Layer System

The Layers panel works like any layer system you'd find in a 2D editor. Each layer stores its own paint data and stacks non-destructively, giving you full control over how your texture is built up.

Along the bottom of the panel you'll find six buttons for adding and managing layers:

  1. Paint Layer — your standard layer for brush strokes. Add one whenever you want to paint a new pass on the mesh.
  2. Fill Layer — fills the layer with a flat color or image across all channels. Great for base coats or material fills dragged in from the Library.
  3. Mask — adds a mask to the selected layer. Paint white to reveal, black to hide.
  4. Folder — groups layers together to keep your stack organized.
  5. Modifiers — procedural generators that drive masks or layer values from mesh data like curvature, ambient occlusion, or position.
  6. Delete — removes the selected layer. This can be undone if you change your mind.
Blend modes: Each layer has a blend mode dropdown and an opacity control at the top of the panel. These work exactly as you'd expect — Multiply, Overlay, Screen, and more are all available to combine layers creatively.
Step 05

Export Textures

When you're happy with your textures, export them in one click. Trumble bundles your channels into the correct format for your target engine.

  1. Go to File → Export Textures.
  2. Set the output texture size (you can downscale here independently of your working resolution).
  3. Pick your target engine preset. The correct channel packing is applied automatically.
  4. Choose which maps to include (Color, Metallic, Roughness, Normal, Emission, Opacity).
  5. Click Export. Files download as a zip to your browser's default folder.
Engine Preset Packed Format Notes
Unity Albedo MetalSmooth (RGBA) Normal Metallic in R, Smoothness (inverted roughness) in A
Unreal BaseColor OcclusionRoughnessMetallic Normal ORM packing: AO→R, Roughness→G, Metallic→B
Godot Albedo ORM Normal Same ORM packing as Unreal; compatible with Godot 4 ORM material
Roblox ColorMap NormalMap RoughnessMap MetalnessMap Individual files; drag into Roblox surface appearance
You're done! Import your exported textures into your engine and assign them to your mesh. The PBR channels will map automatically when using engine-standard material nodes.