For those who don’t know the tool: Mixos sits between DCC assets and real-time/rendering targets. Studio paints PBR maps on meshes, Strata mixes tileable materials and Fresco auto-textures models for Blender, Cinema 4D, Unreal Engine, Unity, Godot, Houdini, Maya and glTF workflows.
Public beta, now with paid exports
Mixos entered public beta on 20 June 2026. The free full-resolution export period ended on 1 July 2026. Free accounts now export a 512px watermarked preview, while 4K watermark-free PBR map export sits in paid plans.

The tool is a three-app suite: Studio for full 3D texture painting, Strata for material mixing and Fresco for AI auto-texturing. All three share one document format, which is less glamorous than “revolutionary”, but far more useful on a deadline.
Painting in a browser tab
The editor runs in a WebGPU browser viewport and focuses on PBR texture painting. It imports GLB, glTF, FBX and OBJ meshes, supports brush and stamp modes, stencils, projection painting, layers and masks. Exports include base color, normal, roughness, metallic, height and opacity maps, plus baked maps such as AO and curvature, and a GLB output. Mesh-map baking also covers thickness and edge maps.

Material mixing and CC0 assets
The included free texture library currently lists 2700 CC0 PBR materials. The split is about 2000 from ambientCG and 700 from Poly Haven. Each material download includes base color, normal, roughness, height and more. Strata is marked as beta and is built for stacking PBR materials, height-blending them, using procedural masks and exporting seamless tileable map sets.
Have a look at AskNKs excellent walkthrough:
AI tools, with caveats
The AI features generate tiling PBR materials, seamless textures, weathering masks, brush tips and decals from text prompts. Fresco uploads a GLB, glTF, OBJ or FBX model, can unwrap missing UVs automatically, renders the model from eight views, runs two style-matched AI passes and projects the result back onto the surface. Fresco outputs base color, normal, roughness, metallic and height maps, plus a textured GLB. Free previewing works with a user model or a CC0 model, and each generation uses 4 credits.
Pricing and requirements
The Free plan costs $0 and includes the full editor, paint, mask and bake tools, WebGPU 2D and 3D preview, AI generators, 10 trial AI credits and 512px watermarked preview export. Pro costs $9 per month when billed monthly. It adds export up to 4K, watermark-free output, 100 AI credits per month, 2K AI PBR material generation, full PBR map sets and 10 GB cloud storage. Max costs $19 per month when billed monthly. It includes 400 AI credits per month, 100 GB cloud storage and priority AI generation. Team pricing is listed at $15 per seat per month, with a shared team library and 150 pooled AI credits per seat.
Credits are used only for AI generation. Painting, layering, masking, baking, live preview and export do not spend credits.
The browser requirements are Chrome, Edge, Arc or Safari 18+. Firefox works, but is a bit laggy (Ask me how I know …). The memory requirement is 8 GB RAM, with 16 GB recommended for 4K work. A connection is needed to load, sync and generate. Because … d’uh.
Test the browser, GPU, export maps, color management and target shader hookups on non-critical assets before production use. Browser tools are convenient, right until a pipeline edge case turns up wearing a fake moustache.