ArmorPaint is a standalone 3D texture painting application built for artists and technical developers alike. Paint directly on meshes in real-time using physically based rendering, build complex materials with a node editor, and export maps for any game engine or renderer. It runs natively on Windows (Direct3D 12), Linux (Vulkan), macOS and iOS (Metal), Android, and in the browser via WebAssembly.Documentation Index
Fetch the complete documentation index at: https://mintlify.com/armory3d/armorpaint/llms.txt
Use this file to discover all available pages before exploring further.
Introduction
Learn what ArmorPaint is, its key features, and how to get your first project running.
Build from Source
Clone the repo and compile ArmorPaint for Windows, Linux, macOS, Android, iOS, or WASM.
Interface Overview
Navigate the viewport, toolbars, panels, and workspaces that make up the ArmorPaint UI.
Tools
Explore every painting tool: brush, eraser, fill, decal, clone, blur, particle, and more.
Core Workflows
Layers
Manage paint layers, masks, fill layers, and blending modes.
Materials
Build PBR materials from scratch or apply node-based fill materials.
Node Editor
Wire material and brush nodes to create procedural, fully customizable textures.
Baking
Bake curvature, normals, AO, height, lightmaps, and more to texture maps.
Export Presets
Export to Unreal, Unity, Unigine, and custom PBR channel layouts.
Neural Nodes
Use AI-powered nodes for text-to-image, image-to-PBR, upscaling, and 3D mesh generation.
For Developers
Plugin API
Register texture and mesh importers, add UI callbacks, and extend the node graph with custom nodes.
Scripting
Automate workflows with the embedded MiniC scripting environment and access the full application context.
Build System (amake)
Understand how amake builds ArmorPaint across platforms and graphics APIs.
Architecture
Explore the repository layout, engine layers, and how the base and paint modules relate.