Updated

Convert PBR textures for Unity, Unreal, Godot, Blender, Three.js, and glTF

Add a complete material set or ZIP, confirm the detected maps, choose a target profile, inspect every channel and normal-map change, then download engine-ready textures, settings, and an optional editor helper.

Open the local PBR Engine Converter · Read the complete conversion guide

What does a PBR engine converter change?

A PBR engine converter turns one material set into the channel layout, normal convention, filenames, color-space settings, and import instructions required by a specific renderer. It can invert roughness and smoothness, extract and repack scalar channels, flip tangent-space normal green, validate missing or ambiguous inputs, and build the delivery ZIP.

Browser code can create portable images, manifests, and scripts. Unity, Unreal, Godot, and Blender must run the included helper inside the editor to create native materials and importer state. This tool makes that boundary explicit instead of presenting a JSON file as a one-click engine import.

Recognize complete texture sets

Recognizes base color, normal, roughness, smoothness, metallic, AO, height, emission, opacity, ORM, RMA, MRA, glTF metallic-roughness, and Unity HDRP Mask Map filenames.

Convert normal-map Y orientation

Converts tangent-space normals between OpenGL Y+ and DirectX Y- when the selected target requires a different convention.

Pack target-specific channels

Packs Unity metallic-smoothness, Unity HDRP Mask Maps, Unreal and Godot ORM, Three.js ORM, and glTF metallic-roughness textures with target-correct channels.

Write importer and color-space guidance

Writes color-space and importer guidance for color textures, normal maps, scalar data, and packed masks.

Which PBR texture layout does each engine use?

PBR texture layout and helper generated for each target
TargetNormal mapPacked dataIncluded helper
Unity URPOpenGL Y+Metallic in RGB, smoothness in AUnity Editor C# material importer
Unity HDRPOpenGL Y+R metallic, G AO, B detail mask, A smoothnessUnity Editor C# material importer
Unreal EngineDirectX Y-R AO, G roughness, B metallic (ORM)Unreal Editor Python material importer
Godot 4OpenGL Y+R AO, G roughness, B metallic (ORM)Godot EditorScript for ORMMaterial3D
BlenderOpenGL Y+Separate Non-Color data mapsBlender Python Principled BSDF setup
Three.jsOpenGL Y+R AO, G roughness, B metallic (shared ORM)MeshStandardMaterial ES module
glTF 2.0OpenGL Y+G roughness, B metallic; optional AO in RMaterial-library .gltf file

How to convert a PBR texture set

  1. Add maps or a ZIP. Choose one complete material set. PLAYTEX AI expands supported images locally, reads dimensions and PNG bit depth, and assigns likely map roles from filenames.
  2. Confirm uncertain roles and the source normal convention. Review low-confidence filenames, resolve duplicate roles, and identify the normal map as OpenGL Y+ or DirectX Y-. The export stays blocked while a required decision is unresolved.
  3. Choose the target engine and pipeline. Select Unity URP, Unity HDRP, Unreal Engine, Godot 4, Blender, Three.js, or glTF 2.0. Each target owns its channel layout, normal convention, filenames, and import defaults.
  4. Review what PLAYTEX AI will change. Inspect the conversion explanation, packed-channel diagram, normal conversion, defaults for missing data, resolution resampling, output files, and browser precision warning.
  5. Download and run the optional editor helper. Download the ZIP. Browser conversion prepares pixels and metadata; the included helper runs inside the destination editor to create a native material and apply texture settings.

What the browser automates

PLAYTEX AI decodes supported images locally, reads ZIP entries, inverts scalar maps, extracts channels, resamples mismatched inputs, flips normal green, packs RGBA outputs, writes settings and helper source, and creates the download ZIP.

What the editor helper automates

The optional Unity C#, Unreal Python, Godot EditorScript, or Blender Python file runs inside its editor to create a native material and apply importer state. Three.js receives a ready-to-paste module and glTF receives a material-library file.

What remains a production decision

Final BCn, ASTC, ETC, Basis, or KTX2 compression belongs in a validated engine or offline build pipeline. Keep 16-bit and floating-point displacement masters outside the browser Canvas export.

PBR Engine Converter FAQ

Can a browser create a native Unity, Unreal, Godot, or Blender material?

A browser can transform pixels, rename maps, write settings, and build the ZIP. Native material assets and importer settings must be created by code running inside the destination editor, so PLAYTEX AI includes an optional editor helper instead of pretending JSON configures the engine by itself.

Does Unity use DirectX or OpenGL normal maps?

Current Unity documentation states that Unity uses Y+ normal maps, commonly called OpenGL format. PLAYTEX AI therefore converts DirectX Y- normals to OpenGL Y+ for both Unity URP and Unity HDRP profiles.

What is the difference between ORM and glTF metallic-roughness?

ORM stores ambient occlusion in red, roughness in green, and metallic in blue. glTF reads roughness from green and metallic from blue; its occlusion texture reads red separately, so one ORM image can legally serve both bindings when they share UV coordinates.

Does the converter support glossiness or smoothness maps?

Yes. PLAYTEX AI converts glossiness or smoothness to roughness with roughness = 1 - smoothness, then uses the resulting values in the selected target layout. Unity targets invert roughness back to smoothness for their alpha channel.

Are 16-bit height maps preserved?

No. The browser Canvas export is an 8-bit PNG workflow. PLAYTEX AI detects 16-bit PNG input and warns before export; keep the original source in the ZIP and use a precision-preserving desktop pipeline when 16-bit or floating-point displacement is required.

Do uploaded texture files leave the device?

No. Supported images and ZIP entries are decoded, transformed, previewed, and packaged in the current browser tab. The converter does not upload texture bytes to a PLAYTEX AI service.

Official references used for these target profiles

This page was reviewed on August 11, 2026 against current engine documentation and the glTF 2.0 specification.

About this converter

Built and reviewed by the PLAYTEX AI editorial and engineering team. The visible explanation panel is generated from the same target profile used to build the ZIP, so documentation and conversion behavior share one source of truth.