ENGINE EXPORT / UNREAL
Generate an Unreal-ready ORM texture.
Tune occlusion, roughness, and metallic maps independently, preview the full material, then pack them into the channel layout used by Unreal workflows.
PRODUCTION DETAILS
Three material signals. One packed texture.
- 01
Ambient occlusion in red
- 02
Roughness in green
- 03
Metallic in blue
- 04
Individual map exports retained for debugging or repacking
REAL LOCAL PROCESS / SOURCE TO MAP SET
See what one image becomes.
The four outputs below are calculated in your browser from the exact source shown here. No mock output and no upload.
OPERATOR NOTES / FAQ
Questions before processing.
What does ORM mean?
It is a packed texture containing ambient occlusion, roughness, and metallic data in separate RGB channels.
Can I edit each channel before packing?
Yes. AO, surface, and metallic controls remain independent.
Is the packed map resized?
No. It uses the selected export dimensions and preserves the source ratio.