Paint, mask, assemble and procedurally generate PBR materials with your whole team in the browser, in real-time. Iterate, review and approve without ever leaving the canvas.
Brushes, projection painting, non-destructive graphs, baked maps, a node-based material graph. Every operation is branchable. Nothing hides behind a modal - and nothing decides for you.
Tile-based virtual texturing allowing insanely high resolution textures. Couple that with the custom built realtime Texel paint engine it ensures smooth performance even for large-format work.
Node graphs for masks, blends, and generators. Drop in your own HLSL/WGSL nodes, or grab one from the community library - and publish your own graphs and materials back when they're worth sharing.
Paint across UDIMs without thinking about tile boundaries. Edges stay seamless, even across collaborators.
Albedo, roughness, metallic, normal, height, AO, emission. Channel-pack on export - Unreal, Unity, USD, glTF.
Live link to Blender, Maya, Houdini, ZBrush. Round-trip with the texture set kept lossless.
Every stroke, every mask edit, every node reorder shows up on every artist's screen as fast as it shows up on yours. No merge conflicts, no "I'll send you the latest file," no rebuilding the look someone fixed half an hour ago.
See your collaborators' brushes land in real time. Snap to another artist's view, follow their viewport, or fork off into your own UV island - the scene stays in sync.
Fork any state of the scene to riff on a variation - new look, alt material, dailies pass - without disturbing main. Show it to art direction, then merge the graph back in when it's approved.
Lock a UDIM, freeze a channel, or grant view-only to outside reviewers. Permissions go down to the node.
Pin a thread to a polygon. Anchored to the model, not the viewport - camera moves and zoom keep the note on the surface.
Scrub the timeline, isolate a stroke, branch from a point in history. Your work is reversible at the operation level.
No installers. No license server. No "please send the latest file." Texel lives at a URL.
No prompt-and-pray. No magic-button shortcuts to a generic look. AI nodes live in the same graph as the rest of your tools - you wire them in where you want them, you keep the seed, you keep the source nodes, and the result is just another node you can re-run, re-tune, or unwire. The artist is always the author with complete creative control.
Drop an AI node onto your graph the same way you'd drop a noise or curvature node. Mask-aware upscale, normal extraction from a paint pass, semantic fill across UDIMs, smart edge wear - each one a transparent operator with inputs you control, sliders you can scrub, and an off switch.
Every AI node remembers its inputs, parameters, and seed. Re-run it tomorrow with the same seed and you get the same texture, pixel for pixel - no surprise drift between reviews. Scrub the strength, roll the seed for a fresh variation, or unwire the node entirely and the rest of your graph keeps painting.
We don't use what you make to train models—ours or anyone else's. Your texture work stays off the public web, so the usual scrapers and bots aren't in the mix. Only the people you invite can see a project. The full picture is in our privacy policy.
Lighter nodes run on your GPU in the browser. Heavier ones run in a region you pick - nothing leaves the project unless you flip the switch yourself.
Every AI‑touched pixel carries a node graph trace. Export a manifest with your texture set when production needs to know exactly what was made by whom.
The fundamentals studios already rely on - UDIM, virtual texturing, procedural graphs, channel-packed export - elevated end to end for teams. Paint together in the same scene, review and comment in 3D as the work happens, and branch or merge without a single file hand-off.
| Capability | Texel | Mari | Substance Painter |
|---|---|---|---|
| Real-time multiplayer | Native | - | - |
| Runs in the browser | Yes | - | - |
| Share project by link | URL | File hand-off | File hand-off |
| UDIM + virtual texturing | Yes | Yes | UDIM |
| Procedural node graph | Yes | Yes | Limited |
| Branches & review | Native | External | External |
| Per-node permissions | Yes | - | - |
| Remote GPU for heavy tasks (bake / sim) | On-demand | Local only | Local only |
| Install footprint | 0 MB | ~2 GB | ~3 GB |
"UDIM support and a familiar powerful procedural graph, only now the team's in the room with you. Share a link and you're creating together.”
We're opening Texel up to artists and studios in small batches so we can listen, fix, and ship alongside you. Whilst in early access, it will cost you nothing. Tell us a little about you and your studio - we'll send invites as each new batch opens.
No marketing emails, just the invite.