texxer / 10
Blender
Model in Blender, paint in texxer, see the texture in Blender as you paint.
- Install
tools/blender/texxer_bridge.py: Preferences › Add-ons › Install from Disk. - Save the
.blend, keep texxer running. - In the 3D view's sidebar (N), tab texxer: sync.
texxer opens the objects as a model, in the open project or a new one beside the .blend. Sync again after modelling, in Blender or with sync on the model in texxer. Layers, stamps and painted masks stay.
Objects: the selected ones on the first sync, all visible meshes if none are. use selection sets them anew. They share one texture; each object is a part.
Material: the objects show one material,
texxer <name>, with the texture (nearest pixels, no shine), the emissive map at the export's strength, and painted roughness and ao (non-color, the ao multiplying the color). Their own materials stay remembered on them and come back with show texture off. texxer still gets their own, for parts and model colors.Textures go to
textures/beside the.blend(the folder on the model changes it), the same PNGs the export writes, so Blender links them and its own export takes them along.UVs (texture panel, uv):
- blender: the map Blender renders with.
- texxer: each sync lays the objects out anew, without their modifiers, into the UV map
texxer; the modifiers carry it through as they do Blender's (bevels get thin strips at the chart edges, mirrored halves share their UVs). The texxer material reads that map. - locked: keeps the
texxermap as it is, once the model stands.
Painted masks follow the surface onto new geometry and UVs on each sync, a little softer each time; locked UVs keep them sharp.
Export
From Blender: its glTF export carries the texxer material and its PNGs.
From texxer: ⌘E asks once for a GLB of its own, as the model's file is the add-on's copy (in .texxer/ beside the .blend).