PBR Texture Converter for Unity, Unreal & Blender

Select ZIP with maps or download them separately:

AITEXTURED Mapper is a free online tool that converts your PBR texture sets to engine-ready formats. Upload a ZIP or individual maps (Albedo/BaseColor, Normal, Roughness, Metallic, AO, Height, Opacity; ORM supported), choose the target engine, and download a clean ZIP with correctly packed textures.

What the converter does

  • Unreal Engine: builds ORM (R=AO, G=Roughness, B=Metallic) and exports BaseColor and Normal (DX/GL).
  • Unity Standard/URP: creates MetallicSmoothness (R=Metallic, A=Smoothness=1−Roughness) and Occlusion (G=AO).
  • Unity HDRP: generates MaskMap (R=Metallic, G=AO, B=DetailMask, A=Smoothness).
  • Blender: outputs separate maps plus an auto-generated node script for Principled BSDF.

Who it’s for

3D artists and tech artists moving between UE, Unity, and Blender who want consistent map packing, correct normal conventions (DX↔GL), and unified sizes without manual errors.

Key benefits

  • Lossless ORM unpack/compose.
  • Automatic green-channel flip for normal maps (DX↔GL).
  • Size normalization to 1024/2048/4096 px for clean, uniform sets.
  • Filename prefixes for tidy project imports.
  • Single click to download a ready-to-use ZIP.

How to use

  1. Select a target: Unreal, Unity (Standard/URP/HDRP), or Blender.
  2. Upload a ZIP with maps or individual files.
  3. Optionally set output normal type (DX/GL) and a unified size.
  4. Click Convert and download your engine-ready pack.

FAQ

Why do my normals look inverted or “dented”?

You’re likely mixing normal conventions. Use DX (Y−) for Unity/Unreal and GL (Y+) for Blender. Flip the green channel when needed.

What happens if AO is missing?

If no AO is provided, the tool uses a white AO (no occlusion). For best results, include your baked AO.