TEXELMATIC Automated Image Processing System

WORKSTATION 06 / WORLD MATERIAL SYSTEMS

AI biome material generator.

Describe the world once, then inspect terrain, prop, and effects recipes as one connected production system. Select any material to send its colour, surface, and mask direction into the next workstation.

MATERIAL DIRECTOR READY15 RECIPES / 3 LAYERS
01

BIOME DIRECTION

Define the world.

AI is contacted only when you ask for a new biome. The starter preview below is generated locally.

QUICK START
Fine-tune material direction

Sign in to use the AI biome generator. Sign in or create an account.

AI generation creates the named biome and its material recipes. Selection, inspection, checks, handoffs, and exports then run locally in your browser. See our AI Policy.

01B / SOURCE WORKSHOP

Extract or blend a starting system.

Both workflows run locally after their source data is loaded. Nothing is generated or charged.

Extract from a reference image

Choose concept art or a screenshot. TEXELMATIC samples dominant colour relationships and derives editable material suggestions without uploading the image.

No reference selected.

Blend two saved biomes

Choose two saved systems to begin.

02 / BIOME OVERVIEW

Aurora Underice Mining Colony

Cold blue-green glacial terrain with muted industrial extraction hardware; reserve aurora mint, cyan, amber, coral, and violet for readable emissions, markers, and interface states

CACHED AI SYSTEM15 MATERIALSGenerated from “Frozen mining colony beneath an aurora”.

03 / LIVE WORLD PREVIEW

See the material system together.

Choose a production variant locally. Locked recipes keep their exact values.

Aurora Underice Mining Colony / ORIGINAL
PRODUCTION VARIANT

Original generated recipes are active.

0 LOCKED
Compare and combine production variants

Review three directions together. Click any mini material swatch to bring that version into the working biome.

Comparison ready. Your working biome is unchanged until you select a mini swatch.

Terrain materials

Select a material to inspect.

Only the active recipe opens in the inspector; the full layer stays readable at a glance.

05 / SYSTEM CHECK

Check the biome as one system.

These checks run locally from the generated colours and surface recipes.

Material count15Across terrain, props, and effects.
Colour separationCheckingComparing the closest material pair.
Terrain rangeCheckingMeasuring light-to-dark coverage.
Metal responseCheckingReviewing metallic recipes.
Prop visibilityCheckingTesting props against dominant terrain.
Effects emphasisCheckingReviewing effects separation and prominence.
UI accessibilityCheckingChecking UI highlights against the dominant ground.
Accent loadCheckingCounting competing high-prominence accents.

06 / SAVE & EXPORT

Take the whole system with you.

Download the production pack or copy lightweight values directly into another project.

ZIP includes the manifest, palette data, individual material recipes, and contact sheet.

RECENT SYSTEMS

Load a saved direction.

Open biome library

Game biome design guide

Design a coherent biome material system.

A biome needs more than a palette. TEXELMATIC builds a connected set of terrain, prop, effects, and interface materials with editable colour, PBR response, prominence, and procedural mask guidance so a whole environment reads as one world.

01

Generate 15 connected materials

Direct terrain, props, effects, and interface accents from one world, level, or mood prompt instead of designing isolated swatches.

02

Preview the world as a system

Compare CSS and optional Three.js scenes, inspect individual materials, test local variants, and audit colour separation and emphasis.

03

Export and continue production

Download engine packages or specification sheets, or hand a selected material directly to the Noise and PBR workstations.

Practical questions

Before you start

What does the biome generator create?

It creates 15 editable material recipes divided across terrain, prop, and effects or UI layers, with colours, PBR values, prominence, and mask suggestions.

Can I preview the biome in 3D?

Yes. Keep the fast CSS diorama or load the optional Three.js low-poly scene with lighting, fog, orbit, zoom, and material highlighting.

Can I build a biome from an image?

Yes. The source workshop can extract an editable starter system from a local PNG, JPG, or WebP without uploading that reference image.

Which game engines can I export for?

The production export supports portable material data plus packages aimed at Unity, Unreal Engine, and Godot workflows.