Make the
material the render needs
Start from your texture maps, a preset or a free library material, adjust every PBR channel and watch it on a 3D model. It all runs in your browser, and the maps go out named for your engine. Это бесплатно. По-настоящему.
- Nothing is uploaded.
- Your maps are read and processed on your own machine.
- The full PBR set.
- From base color and roughness to clearcoat, sheen and glass.
- Maps or libraries.
- Drop your textures, or start from Poly Haven and ambientCG.
- Out to your engine.
- Maps named for glTF, Unreal or Unity, a GLB or three.js code.
What it does
A material, from the first map to the last file
A metallic-roughness editor with the channels a real-time renderer reads, the map fixes a scan or photo usually needs, and a preview lit the way the material will be seen.
Start anywhere
- Blank, or from a preset
- Drop texture maps or a ZIP, matched to channels by file name
- Poly Haven and ambientCG materials, free under CC0
Every PBR channel
- Base color, opacity, metal, roughness, normal and AO
- Height as bump or displacement, IOR, specular and anisotropy
- Clearcoat, sheen, transmission, iridescence and emission
Procedural surfaces
- Noise, scratches, brushed, hammered, leather, weave, wood, marble and more
- Each moves relief, roughness, color and metal together
- Scale, rotation and offset for every tiled map
Map fixes
- Normal map from height, in OpenGL or DirectX
- AO from height, and a height estimated from a photo
- Seamless tiling, and gloss inverted to roughness
A lit 3D preview
- Sphere, cube, cylinder, plane, cloth, knot or teapot
- Your own GLB model, under studio light or a Poly Haven HDRI
- Any single map shown on its own
Files per engine
- Maps as a ZIP of PNGs, from 512 to 4096 pixels
- Named and packed for glTF, Unreal or Unity
- A GLB with the material, the project, three.js code or a PNG
How it works
How you get a finished material
From a folder of maps, or from nothing, to files an engine reads.
Start
A blank material, a preset, your own maps or a ZIP, or a library material.
Shape the surface
Color, metal, roughness and relief, layers like clearcoat and sheen, and procedural detail.
Check it in 3D
On a built-in shape or your own GLB, under studio light or an HDRI, one map at a time if you need to.
Export
Maps named for your engine, a GLB, the project to reopen later, or three.js code.
Where it is used
For anything that is rendered with PBR
Wherever a surface has to look like the real one.
Packaging
Cardboard, kraft, foil and varnish for a box or a label shown in 3D.
Product visualization
Plastic, metal, glass and fabric for product shots and configurators.
Game assets
Tiling materials with maps packed and named for Unreal or Unity.
Web 3D
A GLB or three.js code to drop into a scene on a website.
Architectural visualization
Wood, stone, tiles and plaster tuned to the right scale.
Blender
PNG maps for the Principled BSDF, ready to plug in.
Questions