PBR Texture Converter for Unity, Unreal & Blender
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 exportsBaseColor
andNormal (DX/GL)
. - Unity Standard/URP: creates
MetallicSmoothness
(R=Metallic, A=Smoothness=1−Roughness) andOcclusion
(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
- Select a target: Unreal, Unity (Standard/URP/HDRP), or Blender.
- Upload a ZIP with maps or individual files.
- Optionally set output normal type (DX/GL) and a unified size.
- 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.