Proto Color
Blender add-on that replaces the New Material → pick a color → assign → repeat loop. Turn any palette image into a full set of materials, color your blockout face by face with a hotkey, then pack every color you used into a single texture atlas — or into vertex colors — so a twenty-material scene arrives in Unreal, Unity, or Godot as one material and one texture.
palette image → materials → colored blockout → atlas → engineIn Blender it appears as PROTO:COLOR, one panel in the 3D View sidebar with two tabs: Color Palette for building and assigning, Merge Materials for baking the result down. They are two halves of one workflow — the first gets color onto the mesh fast, the second makes what you built cheap to render.
What you get
- Palettes from anything. Point it at a screenshot, a photo, or a pixel-art strip and it counts the colors, keeps the most common ones, optionally merges near-duplicates, and sorts them around the hue wheel — see the Color tab.
- Fill a selection, or paint face by face. Assign a swatch to everything selected at once, or turn the palette into a brush and drag color across the model — Ctrl+click samples what's already there. See Fill and Paint.
- Assign without leaving the viewport. Ctrl+Q opens a swatch picker at the mouse, and follows whichever mode you're in.
- A palette library that follows you. Saved palettes are files in your Blender config directory, not scene data, so a palette saved in one .blend is available in every other one. Imports Lospec, GIMP, Adobe, Paint.NET and plain PNG strips — details.
- One texture for the whole blockout. Merge Materials packs every flat color into a square atlas and points a dedicated
SwatchUVlayer at the right cell. Optional ORM and emissive companions. - Your UVs are never touched. Swatch UVs go on their own layer, and channel 0 is protected so tangents and lightmaps keep a sane basis.
- Reversible. The original per-face material assignment is snapshotted as a mesh attribute, so Restore Original Materials survives subdivision, loop cuts, and most other topology edits.
Start here
| Getting started | Palette to colored blockout in five steps |
| The Color tab | Generating, assigning, and cleaning up materials |
| Merge Materials | Atlas and vertex-color baking |
| Requirements & installation | Blender 4.2–5.2 and setup |
Taking it to an engine
The atlas is only half the job — cell size, filtering, and mipmaps decide whether your colors survive the trip. Read Engine export before you ship anything to UE5 or Unity.