PBR Texture Generator
Generate a complete physically based material pack - albedo, normal, roughness, ambient occlusion and height - all derived from one consistent height field so the maps agree with each other.
Generator
Runs 100% in your browser. Nothing is uploaded, no watermark, commercial use allowed.
Your textures will appear here
Type a material description or pick a preset, then hit Generate. You get 4 seamless variants with full PBR maps.
The five maps in every pack
| Map | Engine slot | What it controls |
|---|---|---|
| Albedo | BaseColor | The pure colour of the surface with no lighting baked in. This is the map you tint and the map your artists paint over. |
| Normal | NormalMap | Tangent-space direction data derived from the height field. It makes the light react to bumps and grooves without adding polygons. |
| Roughness | Roughness | How scattered the reflection is. Low roughness gives polished metal and glazed ceramic; high roughness gives matte concrete and raw cloth. |
| Ambient Occlusion | AO | Contact darkening in creases and gaps. It is what stops a texture from looking like a flat sticker once it is lit. |
| Height | Height / Displacement | Real surface depth. Use it for parallax, displacement or POM in engines that support it. |
From prompt to engine in five steps
- 1
Generate
Type your material description and run the generator. You get four albedo variants with a full matching map set each.
- 2
Check the tiling
Use the 2x2 to 4x4 preview to confirm the repeat density matches how the surface will be used in the scene.
- 3
Download the pack
Save all five PNG maps at the same resolution so they stay pixel-aligned.
- 4
Wire it up
In Unity URP, assign the maps to Base Map, Normal Map, Smoothness / Roughness and AO. In Unreal, plug them into a material instance.
- 5
Break up the repeat
Add a low-frequency detail normal or a macro variation mask in the shader so large surfaces do not read as one repeated tile.