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.
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.
- Open the app from the header to start texturing.
- 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.
- Enter a document name, select the mesh you want to texture, and choose a texture size.
- Click Create.
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.
- From the toolbar, select the Bake icon to open the Bake window.
- 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.
- 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.
- 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.
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.
- 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.
- In the Properties window, choose the channel values you'd like to paint — this controls what gets applied to the surface with each stroke.
- The Eraser works the same way as the brush, removing paint from the active layer wherever you stroke.
- 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.
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:
- Paint Layer — your standard layer for brush strokes. Add one whenever you want to paint a new pass on the mesh.
- 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.
- Mask — adds a mask to the selected layer. Paint white to reveal, black to hide.
- Folder — groups layers together to keep your stack organized.
- Modifiers — procedural generators that drive masks or layer values from mesh data like curvature, ambient occlusion, or position.
- Delete — removes the selected layer. This can be undone if you change your mind.
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.
- Go to File → Export Textures.
- Set the output texture size (you can downscale here independently of your working resolution).
- Pick your target engine preset. The correct channel packing is applied automatically.
- Choose which maps to include (Color, Metallic, Roughness, Normal, Emission, Opacity).
- 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 |