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Public Guides Wiki

Game Texture Guides for Alpha, PBR Maps, GLB, HDRI, and Production Workflows

These guides are public on purpose. They explain the current PLAYTEX AI material pipeline: texture generation, source cleanup, transparent-edge repair, PBR map building, GLB extraction, HDRI direction, and project-ready asset handoff.

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Why This Wiki Exists

Start with the asset you have and choose the step you need: prepare a source photo, repair a repeating tile, build material maps, or check an engine import. Each guide explains the controls, common mistakes, and checks for that task.

Use the guide search to filter the product manual by workflow, product area, audience, difficulty, and the texture tool you are trying to understand.

Browse by workflow intent

Browse source preparation, texture repair, material maps, environment lighting, and engine handoff. Choose a guide by your starting asset and the result you need.

  • PBR Fundamentals
  • Texture Troubleshooting
  • Material Workflow
  • Formats and model pipelines
  • PBR Texture Production
  • Texture QA and Debugging
  • Capture and Source Preparation
  • HDRI and Environments
  • Performance and Delivery
  • PBR Troubleshooting
  • Formats and Delivery
  • Editing and Cleanup
  • Getting Started
  • Core Material Workflow
  • AI Generation
  • Agent Workflow
  • Engine Workflow
  • 3D Workflows
  • Texture Cleanup
  • PBR mapping
  • HDRI & environments
  • Roblox
  • Production workflow
  • Team workflow

Choose the guide by asset state

If you have only an idea, start with AI Texture Generator. It explains presets, game type, style, pattern scale, seamless output, model choice, and when to generate matching material variants.

If you already have a photo, scan, artwork crop, or AI image, start with Image to Texture. It explains Region Select, Surface Extraction, crop control, surface type, lighting removal, preserve-wear behavior, seamless strength, frequency, seed lock, and tile preview.

If the image itself needs repair before it becomes a texture source, use Image Editor. It covers transform, background matte, brush/object/color-key cleanup, color and tone, creative effects, region selection, feathering, region lock, and save/download handoff.

If the base texture is ready and needs real material behavior, use the web-based PBR mapping tool. It covers image and source-guided hybrid modes; material intent; procedural surfaces and presets; pattern, art-direction, color, wear, simple settings, advanced channel controls, quality review, and engine export.

Use settings in the right order

The fastest path through PLAYTEX AI is usually source selection first, cleanup second, material conversion third, export or project handoff fourth. Skipping the order creates avoidable problems: noisy sources produce noisy maps, unchecked seams show up in repeated surfaces, and unreviewed roughness or metallic channels break once lighting changes.

In every guide, the settings reference is written as a decision aid. Use it when you are about to touch a control and need to know what it changes, when to adjust it, and what mistake it can create if pushed too far.

Treat visual review as part of the workflow. AI textures need tile inspection. Image-to-texture outputs need repeated preview and seam metrics. PBR materials need per-channel inspection, not only beauty preview. HDRIs need 360 seam and orientation checks.

Where each product fits

AI Texture Generator is the ideation surface. Its most important controls are material preset, game type or art target, visual style, seamless toggle, pattern scale, prompt, palette, model, and matching-set generation.

Image to Texture is the source conversion surface. Region Select gives manual crop control. Surface Extraction gives automated surface interpretation with auto-detect and explicit surface categories. The Seamless Creator workspace adds local repair tools such as mask, gradient, histogram, blend, graphcut, overlays, brush modes, and 3x3 or 5x5 tile preview.

PBR Map Generator is the technical material surface and PBR mapping tool for game materials. It turns a viable texture or source-guided hybrid input into albedo, normal, roughness, metallic, ambient occlusion, height, and emission outputs. The advanced rail exposes the actual channel math users care about: normal format and strength, roughness response, metallic source channel, emission mode, height parallax safety, AO behavior, seam-aware processing, map consistency, and power-of-two handling.

HDRI Sphere Generator is the lighting environment surface. It uses text-to-HDRI or image-to-HDRI, environment option, environment style, time of day, cloud density, sun position, stars, resolution, model, preserve-original-look, seam fix, yaw rotation, and HDR/PNG export paths.

When the workflow becomes team work

Library saves are the first handoff point. Save outputs when they have passed the relevant review step: tile preview for seamless textures, channel review for map stacks, and visual or orientation review for HDRIs.

Projects become useful when a material belongs to a workspace instead of a single session. Project context keeps assets, versions, activity, and collaboration closer to the actual production decision.

Project workspaces support team handoff by keeping materials, versions, activity, and collaboration close to the production decision.

Use the guide cards as the product manual for the current toolset

Each guide explains the controls users actually touch, the order to use them, and the review step that should happen before a result moves downstream.

  • Start with AI Texture or Image to Texture when the base surface does not exist yet.
  • Move to PBR Map Generator only after the tile or source image is clean enough to review.
  • Use Library, Projects, and HDRI when the asset needs context beyond one generated file.

Engine-focused pages are also available for Unity Texture Generator and Unreal Texture Generator workflows.

Documentation index

Which PLAYTEX AI guide should you read first?

Choose a guide by the current state of the asset: ideation, source cleanup, material-map generation, or export and handoff. The Guides index is a task-oriented product manual, so you can enter at the step where the work is blocked.

Updated by PLAYTEX AI Editorial Team.

What changed

  • Added a dated index-level decision guide for choosing documentation by asset state.
  • Added a compact inventory of the current public guide collection and workflow stages.
  • Added a review scope that distinguishes PLAYTEX AI behavior from changing engine-specific requirements.

public guides

32

Current crawlable articles in the PLAYTEX AI guide collection.

workflow stages

4

Idea, cleanup, map generation, and production handoff.

canonical index

1

A single hub links every public guide through final URLs.

Decision table

Pick the guide that matches the blocked step

Decision guide for PLAYTEX AI Guides
SituationChooseWhy
The surface has not been created. AI Texture Generator guide Start with material direction, presets, prompts, scale, and tile review.
A reference image needs to become a texture. Image to Texture guide Focus on crop, lighting cleanup, seam repair, and repeated preview.
A base texture needs material behavior. PBR Map Generator guide Review each channel, normal orientation, and export expectations.
The asset is ready for a target application. Engine handoff guide Check import, color space, channel packing, and target-side validation.

Scope and limitations

Guides describe the reviewed PLAYTEX AI workflow at the date shown. Engine versions and platform rules can change independently, so confirm final import settings in the target application.

How this page was reviewed

The index was checked against the current public guide registry, canonical article paths, visible tool controls, and internal workflow links.

Read the PLAYTEX AI editorial policy.