Game Workflows

BeamNG Texture Generator for Vehicle and Level Mods

Prepare vehicle, prop, road, terrain, decal, and level material textures for BeamNG.drive mod workflows, with PBR map naming and export notes ready before BeamNG-side setup.

Generate BeamNG PBR Maps

Create Source Textures

Materials v1.5-style map planningVehicle and level texture startsDDS/export QA notes

BeamNG map stack before mod-folder setup

Generate and name the textures so material JSON, Blender material names, vehicle skins, and level terrain work do not rely on mystery files.

  • Albedo map: Generated brick albedo map preview
  • Normal map: Generated brick normal map preview
  • Roughness map: Generated brick roughness map preview
  • AO map: Generated brick ambient occlusion map preview
  • Height map: Generated brick height map preview
  • Emission map: Generated brick emission map preview
  • Metallic map: Generated brick metallic map preview

Source surface to BeamNG material package

BeamNG material work benefits from clear base color, normal, roughness, metallic, AO, and optional emissive files before you wire them through editor tools or JSON.

Input - road, prop, vehicle, or level source to Output - BeamNG map set

BeamNG export controls

Tune readability and map logic before the files enter a mod directory, World Editor workflow, Blender export, or material JSON.

  • Base color cleanup: Baked light low
  • Normal strength: 0.62
  • Roughness response: 0.69
  • DDS handoff note: Included

Prepare textures here; finish BeamNG material setup in the mod tools

PLAYTEX prepares texture files and naming notes. BeamNG.drive setup happens through your mod folder, Material Editor, Blender material mapping, main.materials.json, terrain texture sets, or level editor workflow.

This is not a BeamNG plugin. PLAYTEX prepares image assets and map logic; BeamNG mod structure, JSON, DDS conversion, and level testing remain in the BeamNG toolchain.

  • basecolor.png
  • normal.png
  • roughness.png
  • metallic.png
  • ao.png
  • emissive_optional.png
  • beamng_material_notes.json

Step 1: Generate vehicle or level surfaces

Use AI Texture Generator for asphalt, dirt, gravel, concrete, metal, painted bodywork, worn plastic, signs, decals, terrain, and environment prop materials.

Step 2: Create PBR maps from the chosen source

Use PBR Map Generator to export base color, normal, roughness, metallic, AO, height, and emissive channels where the mod material needs them.

Step 3: Place files in the mod structure

Move the texture files into the correct BeamNG mod folder and decide whether PNG iteration or final DDS conversion makes sense for your workflow.

Step 4: Wire materials and test in-game

Use Material Editor or main.materials.json, align mapTo names from Blender where needed, then test vehicles, props, terrain, or level lighting inside BeamNG.drive.

Best-fit use cases

  • BeamNG vehicle modders creating skins, interior materials, worn panels, decals, and prop textures.
  • Level creators preparing roads, terrain, buildings, barriers, signs, industrial surfaces, and sky or lighting reference assets.
  • Mod teams who want predictable map names before BeamNG material JSON and editor setup begin.

BeamNG Texture Generator targets

  • main.materials.json: Material definitions
  • mapTo: Blender material name match
  • Material Editor: Visual setup path
  • TerrainMaterial: Level texture sets
  • Vehicle Skin: Paint and decal variants
  • Sky/Level: World lighting context

Can PLAYTEX make BeamNG material maps?

Yes. PLAYTEX can generate the texture images and PBR map stack. BeamNG-side material definitions, mod folder structure, and final in-game testing are still handled in BeamNG tools.

Should BeamNG textures be PNG or DDS?

PNG can be convenient while iterating, but BeamNG mod workflows often ship optimized DDS textures to avoid runtime conversion and keep loading behavior cleaner.

Can this help with BeamNG levels as well as vehicles?

Yes. The page is framed for vehicle and level modding: props, terrain, roads, signs, building surfaces, decals, and sky or lighting context can all start with generated assets.