Vertex colors¶

Sometimes you don't want a texture at all — you want the color baked into the mesh as per-vertex data. Gradient Tools can convert any painted palette into vertex colors in one click.
This is a texture-free, game-ready pipeline: no image to manage, tiny memory footprint, and it imports cleanly into engines that read vertex colors.
Bake to Vertex Colors¶
- Paint your faces as usual with any tool (Project, Paint, Radial, Path).
- In the Apply & Export panel, click Bake to Vertex Colors.
Gradient Tools samples the palette at each face and writes the result into a color attribute on the mesh. You can optionally get a matching material that displays those vertex colors, so the look is identical to the textured version.
Prove it's per-vertex
After baking, hide the image texture (or switch to viewing the color attribute) and orbit the model — the colors are now part of the geometry, no UVs or texture required.
When to use it¶
- Game assets that use vertex colors for tinting, team colors, masks or AO-style shading.
- Lightweight props where a texture would be overkill.
- Stylized models where flat, faceted color is the look you want.
Gradients become per-vertex¶
If you bake a face that uses a gradient strip, each vertex records its own sampled color, so the gradient survives as a smooth per-vertex blend (subject to your mesh density — denser meshes capture smoother gradients).
Texture vs. vertex colors
The UV-texture path gives pixel-perfect gradients regardless of mesh density; vertex colors give a texture-free result whose smoothness depends on topology. Pick whichever fits your target. You can always bake from the same painted palette.