AITextured Tools

Generate maps from existing images, preview materials, convert channels, and package compatible inputs for Blender, Unity, and Unreal Engine.

Free 3D Texture Tools — Generate, Preview, and Export PBR Materials Online

Welcome to the AITextured Tools hub. Start with an existing texture or source image, create a PBR map set, inspect maps in the WebGL preview, and package compatible inputs for Unreal Engine, Unity, or Blender. Each tool page documents its own current limits and output formats.

PBR Material Tools

This is the starting point for the site's verified material workflow. Choose the image-to-PBR generator when you already have a source image, inspect available maps in the previewer, or use the engine mapper when you need target-specific channel packing.

  • Input: an existing texture or source image accepted by the selected tool.
  • Output: generated PBR maps, a visual preview, or a packaged map set depending on the tool.
  • Important: the hub is not a published text-to-texture generator and does not promise a map or resolution that the selected workflow cannot produce.

PBR Texture Generator

The PBR Texture Generator derives a set of PBR maps from one or more uploaded source images. It produces the key maps used in modern physically-based shading: Albedo/Base Color, Normal, Roughness, Ambient Occlusion (AO), Metallic, and optionally Height. Review generated maps in the previewer before production use; source lighting and edges can affect the result.

Main features

  • Batch input: PNG, JPG, JPEG, or WEBP; up to eight files and 20 MB per file.
  • Generated ZIP: separate maps plus optional ORM packing.
  • Normal strength, roughness contrast, and AO intensity controls.
  • Metalness logic for correct dielectric/metal workflows.

Inputs & outputs

  • material_albedo.png — source-derived base color
  • material_normal.png — surface detail; DX/GL conventions supported downstream
  • material_roughness.png — micro-surface scattering (0 = glossy, 1 = rough)
  • material_metallic.png — metalness mask (0/1 for most cases)
  • material_ao.png — ambient occlusion
  • material_height.png — displacement/parallax source
  • material_ORM.png — optional packing: R=AO, G=Roughness, B=Metallic

How to use

  1. Open PBR Texture Generator and upload one or more supported images.
  2. Generate a ZIP and review its manifest and map previews.
  3. Tune normal, roughness, and AO to match real-world references.
  4. Export required maps and proceed to preview or engine mapping.

Online Texture Preview

The Online Texture Preview is a fast, WebGL-based material viewer (Three.js). Load Albedo, Normal, Roughness, Metallic, AO, and Height maps to see the material on a sphere, plane, or cube. It’s ideal for checking tiling, scale, and lighting response before you commit assets to a project.

Why this viewer

  • Real-time feedback with PBR lights and IBL.
  • Tiling inspection on a plane to reveal seams or repeating clusters.
  • Camera & light controls to stress-test materials at grazing angles.
  • Mobile friendly for quick checks on responsive layouts.

How to use

  1. Open Online Texture Preview and drag in your maps.
  2. Switch between primitives and scrub light direction to expose highlights/defects.
  3. Use plane tiling (3–5×) to ensure seam-safety.

Unity / Unreal / Blender Mapper

Engines expect maps differently. The Engine Mapper repackages your PBR set for Unreal, Unity (Standard/URP/HDRP), and Blender, handling normal map conventions and channel packing automatically. It outputs clean, clearly named PNGs (and packed maps where required).

What it does

  • Normal-map conventions: choose DX or GL (green channel flip) or auto-detect from filenames.
  • Unreal: BaseColor, Normal_[DX/GL], ORM (R=AO, G=Roughness, B=Metallic).
  • Unity Standard/URP: Albedo, Normal_[DX/GL], MetallicSmoothness (R=Metallic, A=Smoothness=1-Roughness), Occlusion (G=AO).
  • Unity HDRP: BaseColor, Normal_[DX/GL], MaskMap (R=Metallic, G=AO, B=DetailMask=1, A=Smoothness).
  • Blender: Base Color, Normal_[DX/GL], Roughness, Metallic, AO, optional Height.

How to use

  1. Open the Mapper and add your exported maps.
  2. Select a target (Unreal, Unity Standard/URP/HDRP, Blender).
  3. Pick Normal convention (DX vs GL) if needed, or let auto-detect decide.
  4. Export a consistent, engine-ready set with correct packing and naming.

Recommended Workflows

Option A — From a catalog texture or source image

  1. Choose a source: Download a reviewed catalog texture or use an evenly lit source image you have rights to process.
  2. Derive maps: Feed that image into the PBR Texture Generator.
  3. Preview: Load all maps into the Online Texture Preview and check tiling/lighting.
  4. Export for engine: Re-package in the Mapper for Unreal/Unity/Blender.

Option B — From a photograph or scan

  1. Clean source: Use an evenly lit, sharp image with minimal shadows.
  2. Generate PBR: Process with the PBR Texture Generator.
  3. Preview and iterate: Validate in the Previewer.
  4. Finalize for engine: Export via the Mapper.

Fine-tuning roughness for realism

  • Use roughness contrast to separate polished vs worn zones without introducing blotches.
  • Evaluate highlights at grazing angles in the Previewer.
  • Mind target conventions (Unity Smoothness vs generic Roughness).

Channel-packing hygiene

When packing to ORM (Unreal) or MaskMap (Unity HDRP), keep ranges sensible: avoid crushed AO, ensure roughness spans a useful 0–1 range, and clamp metallic to physical values (0 for dielectrics, 1 for true metals).

Best Practices for Game-Ready Materials

  • Consistent scale: set a meters-per-unit baseline and match texture scale to models.
  • Lighting-free albedo: no baked highlights or deep shadows.
  • Metalness discipline: dielectrics = 0; metals = 1; mixed only at real transitions (e.g., paint chips).
  • Roughness drives realism: prioritize natural variation over uniform noise.
  • Normal vs Height: Normal for micro-detail; Height for parallax/displacement when budget allows.
  • Tile smartly: use plane tiling to catch repeats; break patterns with rotation/decals/trim sheets.
  • Mip/aliasing awareness: overly sharp normals can shimmer; soften if moiré appears.

Troubleshooting

Normals look inverted or “puffy”.

Flip the green channel by switching between DX and GL in the Mapper.

Seams visible when tiling.

Re-export from the Generator with seamless wrapping; verify in the Previewer at 3–5× repeats.

Surface reads as plastic/flat.

Increase roughness contrast, check albedo levels, and ensure metallic=0 for non-metals. Validate at grazing angles.

Packed channels don’t match engine expectations.

Use the correct target preset in the Mapper (Unreal ORM, Unity MetallicSmoothness/MaskMap, Blender separate maps).

Generated maps exaggerate lighting from the source.

Use a sharper, evenly lit source with minimal baked highlights and shadows, then reduce the affected map strength.

Frequently Asked Questions

Does AITextured currently offer text-to-texture?

No verified full text-to-texture product is currently published. The PBR Material Tools page is a hub for image-to-PBR, preview, and engine-packaging workflows.

What is a PBR material?

A PBR (Physically Based Rendering) material simulates real-world light interaction using maps like Albedo, Normal, Roughness, Metallic, AO, and Height. These maps work together to produce consistent results across engines.

Which resolutions do you support?

Resolution availability varies by catalog asset and tool. Check the selected texture's download controls or the individual tool's documented limits before export.

Do I need all maps?

No. Many workflows ship with Albedo + Normal + Roughness. AO, Metallic, and Height add nuance when needed.

How do I check if a texture is seamless?

The Online Texture Preview plane mode reveals seams instantly. Increase repeats to 3–5× to stress-test.

What does “DX vs GL normal” mean?

DirectX and OpenGL differ in the Y (green) channel direction for normal maps. The Mapper flips the channel to match the target engine.

Can I pack AO, Roughness, and Metallic together?

Yes. Use Unreal’s ORM (R=AO, G=Roughness, B=Metallic) or Unity’s MaskMap/MetallicSmoothness; the Mapper handles packing automatically.

What’s the recommended order of operations?

Choose a source image → derive PBR maps → preview and tile-check → package for the target engine.

Get Started

Whether you’re building game environments, archviz scenes, or material libraries, these tools help you move from idea to engine-ready quickly, with clean, consistent outputs and repeatable results.

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