How do you texture a mesh in Armor Paint?

If you’re getting started with 3D texturing, ArmorPaint is a powerful and beginner-friendly tool that lets you paint directly onto 3D models in real time. It uses a node-based and layer-based workflow similar to popular tools like Substance Painter, but it’s lightweight and fast.

In this tutorial, you’ll learn the complete beginner workflow:

  • Importing a mesh
  • Painting textures
  • Baking maps (like normals and ambient occlusion)
  • Exporting texture maps for use in game engines or renderers

No prior experience is required—just a basic understanding of 3D models.

Step 1: Importing the mesh

The OBJ file is the best supported in Armor Paint but you can also use FBX, Blend, and gLTF files

Drag-and-drop the mesh right into Armor Paint and choose “Import”

Door (OBJ): https://drive.google.com/file/d/1thbFnF_YG5wCrCfn3ryXK97eaN0P03yC/view?usp=sharing


Step 2: Understanding the interface

The Viewport is where you can view and paint the model

The Layers Panel is where you can control the materials

The Properties Panel is where you can adjust the material and layer settings

The Assets Panel is where you can see your materials, brushes, and textures

Use the Middle-mouse-button to pan the model

The Right-mouse-button allows you to orbit around the model

Scrolling the middle-mouse-button zooms in-and-out

Under Preferences, I would recommend activating “Show Asset Names” for ease of use

I would also recommend saving often since Armor Paint is still in active development – it is stable but just to be sure, save often


Step 3: Concrete Material

Drag-and-drop the textures into the Textures window

Double-click on the default material to open up the node editor

Materials in Armor Paint work similarly to those in Blender

At the top of the viewport, I click on Material 01 and change the name to Concrete

It is very important to not have the two windows overlapping or you won’t be able to actually change the material name

Delete the Color node by selecting it and hitting “Delete” on the keyboard

Drag each texture map into the node window and connect them to their proper inputs on the Material Output node [except displacement]

To see the material on the model –drag-and-drop the concrete material onto the model

In order to apply the concrete only to the steps and the doorframe, change the selection from “Shared” to door_frame

Search for a Mapping node and change the scale to 3

Connect the Mapping vector to each of the texture nodes

Search for a UV Map node and connect it to the Mapping node

To change the tint of the color, search for a Mix Color node

Search for a Color node and change the color

Connect the Color node to the top color of the Mix Color node

Connect the Color texture to the bottom color of the Mix Color node

Connect the Mix Color node to the Base Color of the Material Output

Right-click on the concrete layer and duplicate it and then change from door_frame to steps


Step 4: Metal Material

Make a new material and change the name to metal

Delete the Color node

Drag each texture map into the node window and connect them to their proper inputs on the Material Output node [except displacement]

To see the material on the model, drag-and-drop the metal material onto the model

Change the selection from “Shared” to hinge

Search for a Mapping node and change the scale to 2

Connect the Mapping node vector to each of the texture nodes

Search for the UV Map and connect it to the Mapping node

Right-click on the metal layer and duplicate it and then change from hinge to knob

Duplicate it once more and then change from knob to ring


Step 5: Wood Material

Make a new material and change the name to wood

Delete the Color node

Drag each texture map into the node window and connect them to their proper inputs on the Material Output node [except displacement]

To see the material on the model, drag-and-drop the wood material onto the model

Change the selection from “Shared” to door

Search for a mapping node and change the scale to 5

Connect the Mapping vector to each of the texture nodes

Search for a UV Map node and connect it to the Mapping node


Step 6: Baking Maps

You can now bake the texture maps

Select the Bake Tool and click on Bake in the header menu


Step 7: Exporting Maps

To export the maps, go to File > Export > Textures

Select Export and then select your file location and naming convention


Conclusion

You’ve now learned the full beginner workflow in ArmorPaint:

  • Importing a mesh
  • Painting materials
  • Baking essential maps
  • Exporting textures for production use

While it may feel like a lot at first, the key is practice. Start with simple objects, experiment with layers and materials, and gradually build up complexity. Over time, you’ll develop an eye for realistic textures and efficient workflows.

If you want to go further, the next steps would be:

  • Learning node-based materials
  • Using custom texture maps
  • Integrating with Blender, Unity, or Unreal Engine

Keep experimenting—texturing is both a technical skill and an art.

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