Mark up a mesh by painting it

AM Landmark turns flat, named colours into a working layer on top of your geometry. Paint the regions once — jaw line, brow ridge, the seam you keep losing — mirror them to the other side, and carry the whole pass to the next scene as a file.

Version 2.0.0 Maya 2020+ One-time $25 No dependencies

The AM Landmark window on its Landmarks page: sixteen named marks — brow_ridge, jaw_line, L_ear_lobe, neck_crease — each with a colour chip, a shader type, a group and the number of faces wearing it, above a row of action buttons.
Price
$25one-time, not a subscription
Maya
2020 – 2026Win · macOS · Linux
Qt
PySide2 + PySide6whichever Maya ships
Dependencies
Noneno NumPy, no downloads
Install
Drag one fileinto a viewport

[ THE PROBLEM ]

"Which part of the model was that again?"

How regions get marked today

  • A note in a spreadsheet, a screenshot with arrows drawn on it, or a message that says “the bit near the ear”.
  • Selection sets, which are invisible in the viewport — the one place you actually look.
  • A pile of hand-made lambert materials with names like tmp_red2, half of them assigned to nothing.
  • Mark one side of a symmetric model, then do the other side again by hand.
  • The model gets rebuilt and the whole markup is gone, because it lived in face ids.

How AM Landmark does it

  • Generate colours you can actually tell apart, then assign them to face selections.
  • Every mark is a real Maya shader, visible in the viewport and saved with the scene.
  • Mirror the whole pass to the other side — by geometry, by Maya’s symmetry, or by walking the topology.
  • An audit tells you what you have not covered yet, and selects it for you.
  • Save the pass to a file that can be loaded onto a mesh that was rebuilt, not just re-opened.
  • One purchase, one key by email — no subscription, no seat count, no licence server to be down.

[ FEATURES ]

Everything that ships in the box

No add-ons, no tiers, no upsell. Hover a card to read what it does.

The Create page generating a sixteen-colour hue wheel, previewed as a row of chips under the sliders.

Palette generators

5 MODES
Palette generators

Hue wheel, golden-ratio Distinct, two-colour ramp, five harmony schemes, and random colours rejected until they clear a minimum perceptual distance. Previewed live, before anything is created.

The Create page in Ramp mode, interpolating twenty-four steps from one colour to another.

Ramps that stay colourful

HSV
Ramps that stay colourful

Interpolate between two colours in HSV, RGB or linear RGB. Red to blue travels through magenta rather than through mud — and a greyscale endpoint borrows the other end's hue instead of sweeping the whole wheel.

The Create page in Harmony mode, showing a six-colour complementary scheme in the preview strip.

Harmony schemes

×5
Harmony schemes

Complementary, analogous, triadic, tetradic and split-complementary, built from one colour you pick. For a pass that has to sit in a screenshot next to the rest of the shot and not fight it.

The landmark list with colour chips, shader types, groups and face counts.

The landmark list

LIVE
The landmark list

Every mark in the scene, with the colour, the shader type, the group and how many faces are wearing it right now. Filter by name, filter by group, sort by any column, rename in place.

The right-click menu on a landmark, listing assign, select, attribute editor, rename, group, notes, colour, shader type, mirror, save and delete.

Everything on the right button

RMB
Everything on the right button

Assign, select faces, select the objects, frame, isolate, rename, group, notes, colour, duplicate, mirror, save — and the shader node itself, for the Attribute Editor.

The shader type menu, with a tick beside the type the selection already is.

Change the shader type

LATER
Change the shader type

Start flat on a surfaceShader, convert to lambert, blinn or standardSurface when it has to sit in a lit render. Faces belong to the shading group, so the assignment survives — a 40 000-face landmark converts as fast as an empty one.

The Symmetry page with mirror plane, method, direction and the run buttons.

Mirror the pass

3 WAYS
Mirror the pass

Mark one side, get both. Axis, space, plane position and tolerance; positive to negative, negative to positive, or a true two-way swap; and a counterpart-mesh mode that follows L_ / R_ names onto the other mesh.

The Coverage panel, with Audit, Select Unassigned and Select Assigned.

Coverage audit

81.0%
Coverage audit

3 214 of 3 968 faces carry a landmark. Then Select Unassigned puts the gap in your hands — instead of flying around the model looking for grey.

The Landmarks from shells panel, with a name prefix and a Build button.

One landmark per shell

AUTO
One landmark per shell

A prop already modelled in pieces becomes a finished pass in one press: one landmark per connected piece, in colours chosen to be easy to tell apart. Underneath it, Transfer copies a whole pass from one mesh onto another.

The Bake and cleanup panel: bake and clear vertex colours, adopt materials, delete previews and delete unused.

Bake to vertex colours

FBX · ABC
Bake to vertex colours

Vertex colours travel through Alembic, FBX and every game engine, so a pass authored here can be consumed downstream with no shaders at all. The round trip works too: geometry that comes home carrying only colours becomes landmarks again.

The Data page with save options above and load options below, matching faces by UV.

Files that outlive topology

UV · POS
Files that outlive topology

A saved pass can carry a UV and a position per face, so it loads onto a mesh that was retopologised, rebuilt or re-ordered — not only onto the one it was written from.

The Data page rename-on-load options: search, replace, match mode and namespace.

Re-target a pass

RENAME
Re-target a pass

Search and replace, prefix, suffix or regex on every mesh name in the file, plus namespaces added or stripped — so a pass saved from a referenced rig loads onto a clean model, and back again.

The Settings page: behaviour, colour space and window opacity.

Colour-managed or not

sRGB
Colour-managed or not

A shader plug holds linear values when colour management is on, while the swatch you picked is sRGB. One switch converts on the way in and back on the way out — off by default, because a flat marker wants the value you actually picked.

The AM Landmark installer, showing the destination, options and progress log.

Drag-and-drop install

AM_TOOLS
Drag-and-drop install

One file into a viewport. It installs into AM_Tools — the module every AM tool shares — adopts one that already exists rather than building a second, and finds the stale .mod files that would otherwise hide it.

14 features · hover or tab through a card to read it

[ COLOUR ]

Sixteen colours you can still tell apart

Hues stepped by the golden ratio, so the first N of the sequence stay well separated for every N — adding a seventeenth landmark never means recolouring the first sixteen. Saturation and value are nudged on alternating entries, because pure hue rotation starts to repeat visually past about a dozen swatches on a grey viewport.

[ SYMMETRY ]

Three ways to find the face on the other side

No single one is right for every asset, so all three are in the box — and Check Symmetry tells you which of them will work on this mesh before you commit to a mirror.

AM Landmark — Symmetry · Spatial
The Symmetry page set to Spatial: mirror plane on X in object space, direction positive to negative.

[ WHY IT WORKS ]

Four things that make it worth installing

A mark is a real shader, not a note

Every landmark is an ordinary Maya shader carrying a small tag. It shows in the viewport, saves with the scene, and any other tool that understands Maya shading understands it. The tag is the only thing this tool adds — and it is what stops the tool from ever mistaking one of your materials for its own.

Symmetry that survives a pose

Match by geometry, by Maya’s own symmetry, or by walking the mesh topology outward from its seam edge — the last of which keeps pairing correctly on a mesh deformed far away from its symmetry plane. And it counts what it could not pair, instead of quietly skipping it.

The pass outlives the model

Face ids only mean something on the topology they were written from, so a saved pass can also carry a UV and a position for every marked face. Load it back after a retopology, after a rebuild, or onto geometry that came home from another package carrying nothing but vertex colours.

Everything is scriptable

The whole feature set lives in a layer that never imports Qt, so a shelf button, a batch job or another tool can create landmarks, assign them, mirror them and bake them with no window ever built. Every operation is one undo step, including one that fails half-way.

[ WHO IT’S FOR ]

Anyone who has to say where on the model

Modellers

Mark the areas under review, the parts that are finished, and the ones somebody else asked you to change — in the viewport, where the conversation actually happens.

Riggers

Block out skinning regions before you paint a single weight, mirror them with the rig’s own symmetry, and hand the same map to whoever inherits the character.

Look-dev & texturing

Region masks that survive a retopology and bake straight to vertex colours, so the same map drives a shader network or an engine material.

Pipeline TDs

A Python layer with no Qt import: load a pass onto a published model in batch, audit coverage, bake, and save — as one step in a publish.

[ INSTALL ]

Running in about thirty seconds

No installer to run as administrator, no folders to move, no environment variables.

Unzip it anywhere

Downloads, the desktop, a network share — it does not matter. Nothing reads from where you left it.

Drag one file into Maya

Drop drag_n_drop_install.py into a Maya viewport and press Install. It writes into the shared AM_Tools module and registers itself so it is there at every launch — and adopts an AM_Tools module you already have rather than building a second one.

Click your new shelf button

It lands on whichever shelf you pick, and everything is live in the session you are already in — no restart. Removing AM Landmark later leaves your other AM tools exactly where they are.

Then read the documentation

Installing, your first landmark pass, every page, every preference and the Python API — written for the person using it, not for the code.

One-time purchase

Get AM Landmark

Version 2.0.0 · Maya 2020–2026 on Windows, macOS and Linux. Buy it once; there is no subscription and no renewal.

$25one-time

  • The complete tool — every feature on this page, nothing held back for a higher tier
  • Windows, macOS and Linux, and every Maya from 2020 to 2026, on one purchase
  • The drag-and-drop installer and the documentation
  • Use it on client work and in a studio pipeline

What happens next. Payment and delivery are handled by Gumroad. The download and your licence key arrive by email as soon as the purchase clears — no account to create here, and no waiting on us.

[ THIS RELEASE ]

What is in 2.0

A window, a scriptable layer under it that never imports Qt, and 175 tests standing behind both.

2.0.0current
  • Landmarks as tagged shaders — a name, a colour, a group and notes that survive renaming, on an ordinary Maya shader.
  • Symmetry — three ways to pair the faces, a true two-way swap, cross-mesh mirroring by L_/R_ name, and a check that reports before you commit.
  • Palette generators — five of them, previewed live, with colours guaranteed to be distinguishable.
  • Coverage audit — what you have not marked yet, selected for you.
  • A file format that survives topology — face ranges plus optional UV and position samples, so a pass loads onto a rebuilt mesh.
  • Change the shader type after the fact, without losing a single face assignment.
  • Drag-and-drop install into the shared AM_Tools module.

[ FAQ ]

Questions worth answering

The complete tool, for $25, once. There is no higher tier holding a feature back, no per-seat count, no subscription and no renewal date. It is licensed for commercial work, so a pass you author with it belongs to you and to your client. Payment goes through Gumroad, and the download and licence key are emailed to you the moment it clears.

No. It creates its own shaders and only ever edits, renames or deletes shaders carrying its own tag. Default materials, referenced nodes and locked nodes are refused outright, everywhere in the tool. The one exception is one you ask for: Adopt Materials tags materials you already have so the list can manage them — it asks first, lists what it is about to adopt, and changes nothing but the tag.

Maya 2020 and newer, on Windows, macOS and Linux. Both PySide2 and PySide6 are supported — whichever your Maya ships — and it runs on whatever Python that build embeds, 2.7 and 3.x alike. There are no third-party dependencies at all: no NumPy, no downloads, no network access at any point.

Nothing special — they are Maya shaders and shading assignments, so they are saved exactly like any other shading in the file. Open the scene in a Maya without this tool installed and you have shaders with four extra attributes and a normal assignment: everything still renders, everything still selects.

If you saved it with samples — on by default — yes. Load it back by UV if the new mesh shares the UV layout, or by Position if it does not but is roughly the same shape. If you saved face ids only, the pass belongs to the topology it was made on, and the loader says so rather than silently landing on the wrong faces.

Bake Vertex Colours writes each landmark’s colour into the mesh’s vertex colours, which travel through Alembic, FBX and every engine. The round trip works too: geometry that comes back carrying only vertex colours can be turned into landmarks again by loading the pass with Match faces by → Colour Set.

No, and not because of this tool: a face has exactly one shading assignment in Maya. Assigning a second landmark to it moves it. If you need a second axis of organisation, landmarks have groups — a mark can be filed under one and still mean several things.

Because the default shader type is surfaceShader, which ignores lighting — so the swatch in the tool and the region on the model are the same colour, which is the entire job of a marker. Under a lambert, one landmark reads as three different colours across a curved surface. If you want them lit anyway, convert them; the assignment survives.

No. Landmarks are per polygon face, and a NURBS surface has none to assign to. Convert to polygons, or assign the shader to the whole object by hand in Maya.

Into AM_Tools, one Maya module shared by every tool from here. If you already have one the installer adopts it — only scripts/Am_landmark and this tool’s icon are touched, and uninstalling leaves the rest alone. It also reads every .mod file Maya can see and offers to switch off duplicate AM_Tools declarations, because Maya honours the first it finds and drops the rest without a word.

The same way you got it onto the first: the Gumroad receipt in your inbox is a permanent download link, and your licence key does not care which machine it is typed on. A purchase is per artist, not per workstation — your desktop, your laptop and the render box you use are all the same person working.