Weather a 3D Model with AI Rust, dirt and worn edges: keeps your design

To weather a 3D model with AI, drop your textured GLB or FBX below, pick a wear such as rust, dirt or worn edges and a strength, and open it in our AI 3D Texturing Studio. The studio starts from your own texture, then AI repaints only the parts you mark with the wear. The shape stays the same.

No texture yet? Paint one first in the AI 3D Texturing Studio

1. Your textured 3D model

Drop a textured 3D model here or click to chooseTextured GLB, GLTF or FBX work best · OBJ, STL · up to 60 MB · stays in your browser

No model? Try a textured sample

2. Pick a wear

Rust: Edges, bolts, seams and recesses first.

How much wear?

Prompt for the studio (you can edit it there): same colours and design, add patchy orange-brown rust on edges, seams and recesses, rust stains running down

Rust (medium) on the Bear sample

Opening the studio is free and nothing is painted until you choose. Each AI paint preview costs 2 credits.

How it works

  1. 1

    Pick a wear and open your model

    Drop a textured GLB, GLTF or FBX (or pick a sample), choose a wear and a strength, and press "Weather it in the studio". The studio opens your model with its own texture ("Start from my model’s texture" is ticked) and the wear prompt filled in. Nothing is painted yet.

  2. 2

    Mark where the wear goes

    Press "Select region", brush the edges, corners or part you want to age, then press "Paint the marked part" (2 credits): only the marked area is repainted and the rest stays as it was. For a whole side, turn the model and press "Paint this view", which blends the wear into your texture.

  3. 3

    Compare, fix and download

    Press and hold "Hold: before" to see the original, press "Undo" for a result you don’t like, or stroke the free "Heal" brush over a spot to soften it. Then download the textured GLB or the texture PNG.

Where each kind of wear goes

  • Rust: Edges, bolts, seams and recesses first.
  • Dirt and grime: Creases, recesses and lower areas.
  • Worn painted edges: Sharp edges, corners and raised parts.
  • Moss and lichen: Cracks, recesses and upward-facing surfaces.
  • Battle damage: Scratches, gouges and scorch marks.
  • Sun-faded: Top and sun-facing surfaces.
  • Dust: Top surfaces, ledges and corners.
  • Soot and burn marks: Openings, edges and exposed parts.

Real wear builds up where things get touched, knocked or wet, so mark those parts with Select region and paint them one at a time. Start Light, look at the result, then paint again with more if you want it heavier.

Guides: Repaint one part of a 3D model · Keep your own UV map · Fix seams with the Heal brush · Texture prompt tips

What it can and can't do

  • It is an AI repaint. The AI paints the wear onto your texture as seen from the view you pick, and results vary from run to run, so try one marked part or one view (2 credits) before painting more.
  • The shape never changes. Dents, holes and broken edges are painted on, not modelled: the mesh and polygon count stay exactly the same.
  • Weathering is not a one-click Auto texture job. On a kept texture, Auto texture’s later views leave what is already painted alone, so use "Paint the marked part" or "Paint this view" instead.
  • Your texture has to come in: GLB, GLTF with embedded images, or FBX with an embedded texture, using the model’s own UVs. OBJ opens without its texture, STL and PLY have none, and tiling textures or parts without a colour map start as grey clay with a note.
  • Wear goes into the colour texture only, with no separate wear layers. Make normal and roughness maps from the result afterwards with the studio’s free PBR maps step if you need them.

Only want new colours, no wear? Change part colours for free with the 3D Model Color Changer: no AI, no credits.

Related tools

Frequently Asked Questions

Yes, when your texture comes into the studio. With "Start from my model’s texture" ticked, the studio starts from your own colour map, and every prompt here begins with "same colours and design". "Paint the marked part" repaints only the area you mark, and "Paint this view" blends the wear with what is already there. Anything you don’t paint stays exactly as it was.
In the studio press "Select region", brush along the edges and corners, then press "Paint the marked part". The rust prompt already asks for edges, bolts and recesses, but marking the area is how you decide exactly where it goes. Turn the model and mark more edges for the other sides.
A textured GLB works best. GLTF files with embedded images and FBX files with an embedded texture work too, up to 60 MB, as long as they use their own UV map. OBJ files open without their texture, and STL and PLY files have no texture at all, so paint those first in the AI 3D Texturing Studio and weather the result.
This page and opening the studio are free. Each AI paint, "Paint the marked part" or "Paint this view", costs 2 credits, and a view that fails to paint is refunded automatically. The Heal and Paint brushes and Undo are free.
No. It is an AI repaint of the texture only. Dents, bullet holes and broken edges are painted on as colour, while the mesh, shape and polygon count stay exactly the same.
No. There are no procedural masks, smart materials or wear layers. The AI repaints the colour texture from the view you choose, so results vary and it is worth previewing one part first. You choose where wear goes by marking it with "Select region".
Yes. Pick Light here for subtle wear, or lower the studio’s Strength slider before you paint so the new view blends in more gently. "Undo" goes back up to 4 steps, and the free "Heal" brush softens a spot by blending it into the colour around it.
The studio could not use the texture: the file is an OBJ, STL or PLY, the GLTF points to separate image files, the texture tiles (UVs outside the 0-1 square), or "Make new UVs" is selected. Export the model as a GLB with its texture embedded and choose "Keep my UVs".