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Material Painter 0.1.3: now on Mac
Material Painter is free and open source. If it saves you time, a donation on Ko-fi keeps development going.
Now on Mac
New in 0.1.3: a native macOS build (one universal app for Apple Silicon and Intel Macs). Material Painter now runs on Windows, Linux and macOS.
What Material Painter is
A fast, lightweight PBR texture painter: paint materials onto 3D models with layers, smart materials and masks, bake mesh maps, build materials in a node graph and write your own node shaders.
- Material Paint: paint, fill and folder layers; brushes with pen pressure, symmetry and screen, surface or UV projection; dozens of smart materials and smart masks.
- Mesh map baking: AO, curvature, cavity, thickness, normals and height from a high poly, ID maps, with cages and match-by-name. Bakes are cached, so reopening a mesh is instant.
- Material Designer: a node graph of tileable textures that drives fill layers and masks.
- Shader Maker: write custom nodes in WGSL with a live preview.
- Export presets for Unreal, Unity, Godot, glTF, Roblox and Blender.
| Material Paint | Material Designer |
|---|---|
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Download
Windows
MaterialPainter-0.1.3-setup.exe: installer with Start menu shortcut and uninstaller.MaterialPainter-0.1.3-windows-x64.zip: portable; unpack anywhere and runMaterialPainter.exe.
The Windows builds are not code-signed yet, so SmartScreen may warn on first launch: choose More info → Run anyway.
macOS (11 Big Sur or newer, Apple Silicon or Intel)
MaterialPainter-0.1.3-macos-universal.dmg: open it and drag Material Painter into Applications. The app isn't notarized yet, so the first time, right-click it and choose Open, then Open again. After that it starts normally.
Linux (x64, glibc 2.35+: Ubuntu 22.04, Fedora 36, Debian 12 and later)
MaterialPainter-0.1.3-linux-x64.tar.gz: unpack, run./material-painter, and optionally./install.shto add it to your app menu.
Needs a GPU with DirectX 12 (Windows), Vulkan (Linux) or Metal (macOS) support.
Early access: expect rough edges. Questions and bug reports are welcome on Discord or as GitHub issues.



