A vertex painting addon for the Godot game engine that enables direct vertex color painting on 3D meshes.
VPainter is a vertex painting addon for the Godot game engine that allows artists and developers to paint vertex colors directly onto 3D meshes within the editor. It provides an intuitive workflow for adding color details, texture blending, and visual effects to game assets without requiring external 3D modeling software.
Godot game developers and 3D artists who need to add detailed color, texture blending, or visual effects directly to their 3D mesh assets inside the Godot editor.
Developers choose VPainter to bring professional vertex painting workflows into Godot's editor, enabling quick iteration and detailed visual results without leaving the game development environment, supported by features like pressure-sensitive tablets and multiple blending modes.
A vertex painting addon for the Godot game engine.
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Supports pen tablets with pressure affecting brush size and opacity, providing a natural drawing experience similar to professional software, as highlighted in the change log and tools section.
Includes Mix, Add, Subtract, Multiply, and Divide modes, enabling complex color interactions directly on vertex data for detailed visual effects, per the tools description.
Allows creating editable copies of meshes to preserve original assets, facilitating non-destructive workflows, as mentioned in the tools section for avoiding data overwrite.
Comes with custom shaders like height_blend_4_textures.shader for advanced texture mixing based on vertex colors, providing ready-to-use solutions for common workflows.
The README explicitly warns that the branch for Godot 4.x is still a work in progress and not working, making it unreliable for current projects and forcing users to stick with older versions.
Currently only supports RGB painting, with alpha channel functionality listed as in progress in limitations, restricting effects that require transparency like semi-transparent vertex colors.
Does not work with Godot's primitive meshes, only imported ones, limiting its use for basic asset types and requiring external modeling software for such cases.