What you will get
- Generate a consistent full PBR stack from one texture or procedural source.
- Understand what each settings rail section changes in the final material.
- Export with fewer surprises once the asset reaches engine.
Core Material Workflow
Use the PBR Map Generator to turn a texture into a coherent material set with normal, roughness, metallic, AO, height, and emission outputs tuned for real-time engines.
Image mode is best when you already have an albedo or texture. Procedural mode is best when you want deterministic control from scratch. Hybrid mode lets you keep a source image while layering procedural structure and wear.
Material intent changes the overall direction of the map set. Dial that in first so you are not fighting detail sliders one by one.
Use the map strip and viewer to isolate albedo, normal, roughness, metallic, AO, height, and emission individually. Problems often hide in one channel while the main preview still looks fine.
Use quality review and engine export packaging before you ship the asset forward. This is where you catch incorrect balance, weak detail, or packaging mistakes.