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MRGI SURFACE / 3D MATERIALS & TEXTURE PAINTING

COMING SOON

Paint materials.
Shape how surfaces look.

Build and paint materials for 3D objects using texture layers and PBR maps. Inspect surface properties and prepare target-specific material packages.

For material artists and technical teams producing assets for interactive worlds.

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MEET THE WORKSPACE

A closer look at Surface.

Enlarge preview
Concept image of MRGI Surface displaying weathered copper objects, material thumbnails, paint layers, and base-color, roughness, metallic, and normal maps.
AI-generated interface concept

A 3D material workspace with a shaded object, a material library, paint layers, and the texture maps that define surface appearance.

Proposed design with synthetic content. This is not a released application; features and appearance may change.

MRGI Surface · Concept preview

Concept image of MRGI Surface displaying weathered copper objects, material thumbnails, paint layers, and base-color, roughness, metallic, and normal maps.

AI-generated proposed interface. Not a released application.

Interactive demoFeature breakdownThe MRGI directionFull workflow guide ↗

EXPLORE THE IDEA / HANDS ON

Inspect a material under changing light.

Adjust roughness, metalness, lighting, and model shape in a live Three.js scene. Inspect the recipe values beside the result.

INTERACTIVE 3D / THREE.JS

A small example.
A closer look.

Adjust roughness, metalness, lighting, and model shape in a live Three.js scene. Inspect the recipe values beside the result.

Synthetic inputs. Local computation. No uploads.

The geometry and lighting are generated locally. This is a small material viewer, not TextureCraft painting, GPU baking, or a certified engine export.

Read the full Surface workflow guide
Explore the future interface design

Inside MRGI Surface

INTERFACE CONCEPT
SuMRGI Surface
Field objects / ceramic materialSYNTHETIC PROJECT
STUDIO LIGHT / CONCEPT RENDER
Base color
Roughness
Normal
Target / reviewConcept UI · No files processed

Original interface mockup with synthetic content. This is a design concept, not a screenshot of a released application. Switch views to explore the proposed workflow.

01 / THE WORK BEHIND THE WORK

Reproducible material packages with target-specific validation.

A material that looks right in one viewport can fail in the next engine. Surface is being designed to make packing conventions, target expectations, and validation results part of the material handoff.

Where it stands

The source foundation is imported. Validation adapters and game-engine/WebXR acceptance testing are planned; target compatibility is not yet guaranteed.

02 / THE PLANNED TOOLKIT

Built around
your real work.

The intended Surface experience.
Feature availability will be confirmed before release.

  1. 01

    Paint layered PBR materials

  2. 02

    Prepare and inspect texture maps

  3. 03

    Review baking and packing settings

  4. 04

    Define target-specific export recipes

  5. 05

    Validate material package structure

  6. 06

    Record export inputs and findings

A CLOSER LOOK / FEATURE DESIGN

How Surface
is intended to work.

Explore the behavior behind the feature names: what the product would do, and what the reviewer would still need to decide.

01Target-aware material definition

Intended behavior

An export recipe would name the target conventions for maps, channels, ranges, and color spaces. The same material could have separate recipes for different destinations.

What to inspect

Check the target version and shader assumptions; similar channel names can represent different conventions.

02Preflight before handoff

Intended behavior

Validation would inspect package structure, expected dimensions, missing maps, and packing rules. Results would distinguish structural checks from visual acceptance.

What to inspect

A structurally valid map set may still look wrong under the destination renderer.

03Reproducible material release

Intended behavior

A package would retain the material revision, export recipe, and validation findings. Downstream issues could be traced to those specific inputs.

What to inspect

Revalidate when the engine, importer, shader, or compression configuration changes.

03 / THE MRGI DIRECTION

Where we’re taking Surface.

Three product-specific priorities shaping the proposed MRGI experience.

01

Validation against the target

Plan checks for expected channels, ranges, sizes, and packing conventions before an asset enters the destination pipeline.

02

An export recipe you can repeat

Keep the material version and target settings together, making reruns and issue diagnosis easier across teams.

03

QA results with the package

Include the validation findings alongside exported maps so downstream artists understand what was checked and what still needs review.

These are development goals, not claims of shipped features or market exclusivity. AI, local operation, and automation are shared foundations—not the entire product distinction.

04 / BETTER CONNECTED

A next step
for every good idea.

Pair materials with Construct asset references and include validation reports in an Evidence packet.

  1. 01

    Create

    Build and inspect the material layers.

  2. 02

    Validate

    Check maps against the destination requirements.

  3. 03

    Handoff

    Export the package and its validation record.

Assistance with a defined role.

Proposed assistance can flag inconsistent maps or suggest material adjustments. Target validation and visual acceptance remain separate review steps.

Cross-app access is planned around selected resources and explicit consent. Ordinary local editing should not require uploading your files.

BUILT ON OPEN-SOURCE FOUNDATIONS

Layered PBR painting, GPU baking, and packed engine export templates exist in TextureCraft. Reproducible QA evidence is the proposed MRGI extension. Read the source credits ↗

MRGI SURFACE / COMING SOON

A new way forward.
Taking shape.

Explore the suite today. Availability and pricing will follow.

Visit your Cyberplexs account ↗Existing identity portal · No app access yetExplore planned memberships ↗